Battle Companies

November 5, 2017 | Author: Mickael Bull Ellberg | Category: Orc (Middle Earth), J. R. R. Tolkien, Middle Earth, Armed Conflict, Unrest
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lotr company rules with evolving warriors. version: feb 2014...

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Battle Companies:

Warbands in Middle-earth

Introduction

A few years ago, Games Workshop introduced an entirely new way of playing their popular wargame, The Lord of the Rings Strategy Battle Game (now re-titled The Hobbit Strategy Battle Game). Published and later updated in the White Dwarf, the Battle Companies rules presented players with the opportunity to build a small warband and then watch that group of warriors grow and improve as fate and the tides of battle allowed. Written as a scenario-driven, skirmish-based game, the SBG rules were perfect for this type of gaming. At one time, rumors of a Battle Companies Expansion were being thrown about. I wrote to Jervis Johnson to inquire about this project and he seemed to indicate that something like this might be in the works. However, months have stretched into years and still there has been no movement on this front. To compound matters, the Battle Companies rules are no longer available for download, making it very difficult for players to obtain a copy and even if they could, the rules have not been updated in quite some time. Therefore, the intent of this book is to create an entirely new and updated version of Battle Companies for players around the globe. The idea is that this will be a living rulebook, open to expansion and revision as needed. I look forward to hearing any feedback you may have on the project. Respectfully,
 Jonathan R. Baker
 a.k.a. Erunion
 [email protected]

Dedication

This Expansion book is dedicated to all of my fellow Tolkien enthusiasts and tabletop generals. I hope that you find this book useful and that you and your gaming partners have some epic tabletop battles and hard-fought campaigns. This book is not entirely my own work. It is derived from the original rules published by Games Workshop in the “White Dwarf,” and has been expanded and improved with the insight and suggestions of many other gamers around the world. I would like to say thank you to all of my fellow gamers, especially the members of the One Ring website (http://www.onering.co.uk), who have provided input, assistance, or even just the occasional encouraging word. Beyond this general acknowledgement, the following people have helped make this project a reality, in no particular order: Cyndra the Grey, Dezartfox, belgiumfire, RyuAzai, highlordell, Captain Andruil, GothmogtheWerewolf, Oldman Willow, simmuskhan, whafrog, Red Corsairs, emperor_thompson, Dwarf Lord of Ered Luin, & numenor. If I’ve left out any contributors, please forgive me, as there were so many who have provided input. This book is far from finished. In the future, I hope to update it to include all of the releases from the “Desolation of Smaug”, Ruffians, Wargs, Spiders, a hobby section, more scenarios and guidelines for using your Battle Companies in campaigns. However, I reached a point where I felt like we could issue a first edition with an eye towards updating as things go along. As always, any comments/suggestions, or contributions are welcomed. May the stars shine ever brightly upon your dice! ii

The Core Rules Rules For Experience-based Games In Middle-earth

side for later record-keeping. Also, track how many Wounds each Warrior or Hero inflicts on the enemy. If two or more Warriors win

Step One: Gather Your Force

a combat and inflict Wounds together, the controlling player may

Choose your Allegiance/Race/Faction, whose reference sheet

choose which of the models counts the Wound as his own.

will list the models required for a starting company (e.g. Dol Guldur, Rohan, etc.). You should name each warrior individually,

Step Three: Injuries

copy their profile details onto a record sheet and then choose

Immediately after the game, roll on the relevant Injury Table for

three warriors to be your Heroes. One will be referred to as the

every Hero and Warrior removed as a casualty. These rolls are to

Lieutenant and the other two Sergeants, although you may come

be made in front of your opponent. If anyone rolls the Dead

up with a more suitable name depending on your Faction. Add

result, he is removed from the roster and all his equipment is lost.

one point each of Might, Will, and Fate to the profile of the

It cannot be given to another member of the Battle Company.

Lieutenant. Add a point of Fate to the profile of each Sergeant.

Mounts killed during a game do not roll on the Injury Table and

These models are treated as Heroes from this point forward. A

are always assumed to survive their wounds. Mounts may only

Battle Company may never have more than 15 members unless

be lost if the rider himself dies.

otherwise noted, and never more than 5 Heroes at any given time.

Warrior Injury Table (D6) 1 -- Dead Remove Warrior from roster.


Step Two: Play A Game

2-3 -- Injured Warrior must miss the next game. 


Find an opponent and play a scenario. The company with the

4-6 -- Full Recovery Warrior suffers no adverse effect.

lowest Effective Rating (explained below) may choose the scenario and whether they will be the attacker or defender, if applicable. Keep models removed from play as casualties to one 3

Hero Injury Table (2D6) 2 -- Dead


Step Four: Calculate Experience A Hero gains one point of Experience for 1) Participating in a

3 -- Lost In Battle The Hero lies wounded on the battlefield. As

battle, 2) if his Battle Company wins the battle, and 3) each time

soon as possible play a scenario with the Hero as the

he wounds an enemy model, even if it is recovered by Fate. Every

objective. He may not act or be attacked during the game. If

time a Hero gains five Experience points, the controlling player

his side wins, treat this result as a Full Recovery. If not, then he

may roll once on the Hero Advancement Table for for him. If you

is Dead.


roll a result for your Hero that you cannot use, you may choose

4 -- Arm Wound May not carry a shield, two-handed weapon

any other result from the same table.

or second weapon anymore. A second Arm Wound forces your Hero to retire.
 5 -- Leg Wound Hero suffers a -1" Movement penalty while on

Hero Advancement Table (D6)

foot. A second Leg Wound forces your Hero to retire.


1 -- Fight/Shoot The Hero's Fight or Shoot characteristic is

6-7 -- Full Recovery Hero suffers no ill effect.


improved by 1 to a maximum of 6/3+.


8 -- It's Just A Scratch Hero must miss the next game or roll

2 -- Strength/Defense The Hero's Strength or Defense is

again. The second result will stand.


increased. Each may be improved once.


9 -- Flesh Wound Hero must miss the next game.


3 -- Courage The Hero's Courage characteristic is increased

10 -- Old Battle Wound Before each game, roll a D6 for each

by 1 to a maximum of 6.


Old Battle Wound. On a 1, the Hero's injury prevents him from

4 -- Attack/Wound The Hero's Attack or Wound characteristic

taking part in the battle. A Hero may have more than one Old

is increased by 1 to a maximum of 3.


Battle Wound.


5 -- Special Rule Roll again on either the Fighting, Shooting or

11 -- The Wounds of a Hero The Hero's patrons are

Leadership Special Rule Tables. Alternatively, The Hero may

impressed with his performance. The Hero makes a Full

choose to select the Special Rule that applies to his Battle

Recovery and the Battle Company receives +D6 Gold.


Company instead.

12 -- Protected by the Valar/Dark Powers The Hero makes a

6 -- Might/Will Point. The Hero gains either a Might or Will

Full Recovery and is healed of one previously received injury

Point to a maximum of 3.

(Arm or Leg Wound, Old Battle Wound) or permanently gains one point of Fate. 4

Fighting Special Table (D6) 1 -- Blade Master The Hero may re-roll one of his die per turn to determine who wins his fight.
 2 -- Deadly Strength The Hero may wield a two-handed weapon without the -1 penalty to his dice. 3 -- Parry The Hero may force his opponent to re-roll a single die to determine who wins the fight. 4 -- Furious Charge The Hero receives a +1 Attack bonus when he charges into combat on foot. 5 -- Heroic Presence The Hero may fight a Heroic Combat without expending Might to do so.
 6 -- Might/Will Point The Hero gains either a Might or Will Shooting Special Rules Table (D6) 1 -- Cunning Shot The Hero may re-roll either one failed In The

Leadership Special Rules Table (D6) 1 -- Favor of the Court When you roll on the Reinforcements Table, you may re-roll one die for each Hero with this ability in the Battle Company at the end of the game.
 2 -- Courageous The Hero may re-roll any failed Courage tests.
 3 -- Master of Battle If the Hero is within 6" of an enemy Hero calling a heroic action, he may immediately call an action of the same type without expending a point of Might. He may not call a Heroic Move or Shoot if he has already been engaged in combat.
 4 -- Heedless Determination Each time the Hero is wounded, roll a D6. He may ignore it on a 6, just as if he had passed a Fate roll. If he cannot ignore the Wound, he may then choose

Way or To Wound roll each turn.


to use any Fate points.


2 -- Expert Shot The Hero is allowed to shoot twice in each

5 -- Rally To Me The Hero's Stand Fast! range is doubled.


Shoot Phase.


6 -- Might/Will Point The Hero gains 1 Might or Will point to a

3 -- Rapid Fire The Hero may call a Heroic Shoot without

maximum of 3.

expending a point of Might to do so.
 4 -- Deadeye If the Hero rolls a natural 6 on his To Hit roll, he does not need to take an In The Way test or roll To Wound. His

A Warrior may gain a point of Experience in the following manner:

target is automatically wounded.


1) participating in a battle, and 2) each time he wounds an enemy

5 -- Seasoned Archer The Hero can move at full speed and

model, even if it is recovered by Fate. Every time a Warrior gains

still shoot, although he will need a 6 to hit.

five Experience Points, the controlling player may roll once on the

6 -- Might/Will Point The Hero gains either a Might or Will Point to a maximum of 3.

5

Warrior Advancement Table for him. Promotions are not

troop type, unless otherwise noted. Heroes are not bound by this

mandatory and can be turned down if the player chooses.

restriction, and may select any equipment available to their race.

No member of a Battle Company can have more than 105

Step Six: Calculate the Battle Company Rating

Experience Points. He has become as good as he can be!

To calculate the rating of your Battle Company, you must work

Warrior Advancement Table (D6) 1-3 -- No effect
 4-5 -- Promoted The Warrior is promoted if he is eligible. If not, treat as No Effect.
 6 -- A Hero In The Making. From now on, the Warrior is

out the value of your Heroes and Warriors in points. The total is your Battle Company Rating. For Warriors, simply work out their value using their profile in the rule books. sFor a Hero, begin the same way, but add the cost of his advancements and wargear. The following is a quick guide:

treated as a Hero and adds a point of Fate to his profile. He

Basic Cost -- Take the basic cost of the Warrior Type as which

retains the Experience Points gained thus far and gains

the Hero began.


Experience and advances like a Hero from this point forward.

Might, Will & Fate -- For each point of Might, Will or Fate, add

Step Five: Gold Battle Companies receive two Gold for playing a scenario. Additionally, Battle Companies receive the following: +1 Gold for a Draw, or +2 Gold for a win. Gold may be used in three ways. First, you may use three Gold to make a roll on the Reinforcements Table. Second, you may use Gold to adjust the roll you made on the Reinforcements Table, much like using a point of Might. Finally, you may purchase additional equipment for your Heroes and Warriors. Gold may be spent immediately or stored up for later use. All members of a Battle Company must be WYSIWYG (What You See Is What You Get) regarding weapons, and may only select wargear that is normally available to that

5 points.
 Advances to Fight, Strength, Defense, and Courage -- For each addition to the Hero's Fight (count only the Fight value, not the Shoot score), Strength, Defense, and Courage, add 5 points.
 Advances to Wounds & Attacks -- For each addition to the Hero's Wounds and Attacks, add 10 points. Skills/Magic Powers -- For each Skill/Magical Power the Hero has gained, add 10 points.
 Wargear -- The cost of the Hero's war gear is determined by the number of Wounds and Attacks the Hero has. If the Hero's Attacks + Wounds is 3 or greater use the second listed cost on the Wargear Cost Table. 6

Add the cost of all the wargear that the Hero is equipped with to

will be the attacker or defender (if applicable). At the end of the

the cost of the Hero's characteristics and special rules, and you

game, the smaller Company receives one additional Gold for

have the total value of your Hero. Wargear that is no longer

every full 15 points of difference in pre-game ratings.

desired may be discarded at any time, but may not be given to any other member of the Battle Company. Wargear Cost Table

Step Seven: Reinforcements No Battle Company may receive bow-armed reinforcements or purchase bows with Gold if 33% or more of its members

Free/Free -- Hand Weapons


(including Heroes) already have bows of any sort. If you roll for a

1/5 -- Spear, Pike, Two-handed Weapon, Lance, Bow, Shield,

reinforcement that has a bow in this situation, treat the result as

Elven Blade, Armor

Choose One Of The Above. Models that are promoted are an

2/5 -- Throwing Weapon, Crossbow, Longbow, Elf Bow, Heavy

exception to this rule and will exchange their weapons and

Armor

equipment in the usual way. Models may be removed from a

6/10 -- Warg/Horse


roster at any time (to make room for reinforcements or Heroes),

9/15 -- Armored Horse

and are considered to have joined another unit or retired. They

(Use second value if the Hero’s Attacks + Wounds is equal to or

may never rejoin the Battle Company for any reason.

greater than 3. This list is not all-inclusive, but should serve as a guide as to what equipment should cost.) Once you have calculated the total Battle Company Rating, deduct the value of any members of the Company who will not be able to participate in the next game due to injuries, or other special rules. This number is the Company’s Effective Rating. Before you play a game, compare the Effective Ratings of the two Companies. For every full 15 points of difference, the Company with the lower rating may have one re-roll that can be used at any point during the game, but not in the after-game sequence. The smaller Company may also choose the scenario and whether they 7

Additional Rules Courage In Small Battles

retreats as far as it can. The model in this case is still considered

Battle Companies games use an alternative to the normal

to have expended its full movement distance, so it is unable to

Courage rules as presented in the Hobbit rules manual.

shoot a bow that turn, for example. However, it can still use any

Retreating Whenever a model fails a test for his force being broken, instead of being removed from play, the model retreats instead. A

magical powers it has, so long as it can normally use them while it is moving. Models That Have Retreated

retreating model immediately moves its maximum distance

Once a model has retreated, it suffers no further penalty. It is

directly away from the nearest enemy model. If no enemies are

possible for a model to suffer a series of retreats, one after the

visible, the model moves towards the nearest table edge. The

other -- in which case, it may find itself fleeing from the battle

retreating model suffers the usual movement penalties or tests

altogether -- but each failed Courage test only ever results in one

for difficult terrain and obstacles. The retreating model can move

retreat move. Models that have retreated may not shoot or use

around obstacles, terrain, or other models to avoid them, so long

magical powers, however they may fight as normal if they are

as it finishes its move as far as possible from the enemy model it

charged.

is retreating from. Sometimes, a direct move away from the nearest enemy will take a model closer to other enemies as it

Fleeing the Battle

runs in blind panic. A model may not move closer than 1" to an

If a retreating model's move is enough to reach the table edge, it

enemy as it retreats -- it will always move around enemies in its

will move to the table edge and leave the battle. It will do this

path and cannot charge them. If a model cannot retreat the

regardless of the direction, even if by doing so, the retreating

required distance because its path is blocked by other models,

model moves closer to the nearest enemy. The warrior flees the

impassable terrain, or for whatever reason, then the model

battle and the model is removed from the game. 8

Forfeiting The Game

Using Battle Companies in Larger Games

There are times when even the bravest of captains recognize that

There may be times when you wish to use one or more of your

they are outnumbered and outclassed. Sometimes this is due to

Battle Companies in a larger Points Match. Your company’s

injuries which have dwindled a Battle Company’s fighting force,

Effective Company Rating is the points total for your Battle

while other times the Battle Company has merely found itself

Company. If you decide to play in this way, simply divide your

engaged with a far superior force. In either case, the Battle

company into warbands and deploy them according to the

Company cannot simply turn tail and retreat or else they will be

scenario deployment rules. You should still track injuries, wounds

chased down and slaughtered from behind. A controlling player

caused and experience in the normal way. In this way, your Battle

may not forfeit a match until half of his available models (rounding

Company can grow and become part of larger campaigns.

down) have succumbed to injuries or a minimum of 10 turns have been played. This represents the commander making an orderly withdrawal of his troops, ensuring their survival to fight on some other day.

Optional Rule: Raw Recruits If you are using Battle Companies as part of an Escalation League, or are beginning a new army, your gaming group may choose to use this rule to encourage players to paint and base their miniatures. Any miniatures that are not painted with at least three colors and based in a consistent manner are considered to be raw recruits, and as such receive a -1 penalty to their Fight & Courage values.

Optional Rule: Sworn Protector After a Warrior has gained 30 Experience points, he gains the Sworn Protector special rule as detailed in the main rules manual. Should the Warrior later be promoted to a Hero, he will lose this special rule. Any model that has this special rule should add 1 point to its point value when determining the Battle Company Rating.

9

Additional Equipment Additional Equipment

the objective. If the standard is not recovered during this second

In addition to the Equipment lists for each Faction, there are

game, then the standard is destroyed.

several pieces of additional equipment that are available to any Battle Company. Some equipment would not be carried by certain members of the company (for instance, Wargs carrying banners, etc.) so use common sense when assigning wargear. The following lists both their cost in Gold as well as the amount of points that they add to your Battle Company Rating. Company Standard -- 10 Gold (30 Points) -- Warriors Only
 A Company Standard confers +1 Fight for all members of the

In addition, a Battle Company that possesses a Company Standard gains +1 Gold for each victory. However, if a Company with a Standard is defeated, it’s opponent receives a +1 Gold bonus. Horn/Drum/Instrument -- 5 Gold (20 points) -- Warriors Only
 A musical instrument confers +1 Courage for all members of the Battle Company within 12” as long as the bearer is alive.

Battle Company within 12” as long as the original bearer is alive.

Climbing Ropes & Grapnels -- 1 Gold (1 point)


If the bearer is slain, place a marker on the table to mark where

Even gardeners from the Shire make sure to take along some

the standard fell. Anyone may pick up the fallen standard and

rope on their travels. A warrior with a rope and grapnel may add

carry it off the table (treated like a light burden). If the standard is

+1 to any Climb test they are required to make. Additionally, the

recovered by the owning Company, the standard is returned to

model may leave his rope behind, and any model scaling the

the warrior who dropped it after the battle, or if he should die

obstacle in the same place also receives the bonus. A warrior is

from his wounds, be passed to another warrior. If it is taken by

assumed to have recovered his gear at the end of each game.

the enemy, the warrior who captured the standard gains +2 Experience, and a battle should be fought using the standard as

Concealing Cloak -- 2 Gold (2 points)
 Warriors have long recognized the advantage of surprise in

10

battle. A model that is equipped with a concealing cloak may

Burning Brands & Torches -- 1 Gold (1 point)


remain in hiding, as long as he is deployed within an area of

Warriors often carry tinderboxes and torch-making materials to be

cover, and receives the benefit of wearing an Elven cloak. As

used in low-light situations and for certain mission objectives. A

soon as the model moves, shoots, or performs overt action, the

model with a burning brand or torch illuminates an area 6” around

effects of the cloak are lost for the remainder of the game.

the bearer may set buildings (or other objects) alight. If a model

Map -- 5 Gold (20 points) -- Heroes Only
 Accurate maps are extremely difficult to obtain, and are a great boon to a military commander. After both companies have deployed, but before the game begins, a Hero equipped with a

chooses to fight with torch in hand, he must forgo the use of a shield or fight with a -1 penalty on his rolls to win the fight. Any model defeated by an enemy with a torch must retreat D6” rather than the usual 1”.

map may re-deploy D6 Warriors using the normal setup rules for

Hunting Dog -- 3 Gold (5 points) -- Good Heroes Only


the scenario. If both companies have a map, neither side gains

Many Heroes have trained companion animals that accompany

this advantage.

them on their campaigns. A hunting dog is considered part of the

Blade/Arrow Poison -- 2 Gold (2 points) -- Evil Only
 Evil creatures have been known to foul their own blades or even apply more virulent poisons to their weapons in an effort to cause more damage. A model with Blade Poison must re-roll any failed To Wound rolls of 1. This must be purchased separately for handto-hand and ranged weapons. Scourge -- 1 Gold (1 points) -- Evil Only


Hero’s wargear, does not count against the Battle Company’s roster limit, and cannot gain experience or be promoted. However, it must roll on the Warrior Injury Table as normal. Heroes may only have one Hunting Dog. Hunting Dogs use the following profile: Move

F/S+

S

D

A

W

C

M/W/F

8”

3/-

3

3

1

1

2

----

Whips are often used to motivate Sauron’s less willing chattels or push them to greater speed. A scourge is a throwing weapon

Local Scout -- 5 Gold (10 points)


with a Strength of 2 and a range of 2”. A model with a scourge

Knowledge of the local terrain can be the difference between

may also use the Whirl special attack.

victory and defeat. Local scouts count as a Warrior that cannot earn Experience or be promoted although he rolls on the Warrior 11

Injury Table as normal. He does not count against the Battle Company’s roster limit. The controlling player may purchase the scout additional equipment from the Battle Company Equipment list or a short bow for 1 Gold. Local scouts use the following profile: Move

F/S+

S

D

A

W

C

M/W/F

6”

3/4+

3

3

1

1

2

---

Wargear: Hand weapon Special Rules
 Local Knowledge -- After players have determined their deployment zones but before any models are deployed, each player with a local scout may move an item of terrain 6” in the direction of his choice. If both players have a local scout, the Company with the lowest rating goes first and no piece of terrain can be moved more than once.
 Loyalty Is Fleeting -- After each game, if the scout survives, roll a D6. On the score of 1-2, the scout has slipped off or escaped. The controlling player can prevent the scout from leaving by giving him 1 Gold.


12

Chapter 2

Mordor

When Sauron summons those in his thrall, countless twisted creatures and dark-hearted men flock to his banners. Will the endless hordes spilling from the Black Gate overwhelm Middle-earth’s defenders? One thing is certain, that the Dark Lord will not rest until all lands fall under his dominion, or he is at last destroyed.

Barad-dûr Pouring forth from the desolation and spoil heaps, the soldiers of Mordor are myriad. Sent out to scout out enemy emplacements or to pillage and despoil, Mordor warbands strike fear into the hearts of the Free Peoples. From the lowly Orcs to the brutish Uruk-hai, the servants of Sauron seek to overwhelm their enemies and drive them into the dust.

Starting Company
 3 Orcs with shield
 3 Orcs with spear
 2 Orcs with two-handed weapons 
 2 Orcs with Orc bows Equipment
 1 Gold -- Shield, Spear, Orc Bow, Two-handed Weapon
 2 Gold -- Throwing Spear
 3 Gold -- Warg Promotions
 Orc with shield → Warg Rider
 Orc with spear → Morannon Orc with spear
 Orc with two-handed weapon → Morannon Orc with shield 
 Orc with Orc bow → Orc Tracker
 Mordor Uruk-hai → Black Guard of Barad-dûr

14

Reinforcements Table (D6)


Spiteful -- This Hero is known far and wide for his spitefulness

1 -- No Reinforcement


and cunning. If the Hero is defeated in hand-to-hand combat but

2 -- Orc with spear


is not slain, he may immediately make a sneak attack at S2

3 -- Orc with shield


against one enemy that had been in base contact with him.

4 -- Orc with two-handed weapon 
 5 -- Orc with Orc bow
 6 -- Roll on the Elite Reinforcements Table Elite Reinforcements Table (D6)
 1 -- Morannon Orc
 2 -- Morannon Orc with shield 
 3 -- Warg Rider
 4 -- Orc Tracker
 5 -- Mordor Uruk-hai
 6 -- Black Guard of Barad-dûr Special Rules
 Shaman -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Transfix magical power which is cast on a 5+ and has a range of 12”.

15

Dol Guldur Something evil stirs in the depths of southern Mirkwood. Twisting and corrupting the very forest around it, all sorts of vile creatures are drawn to the unnatural darkness. Orcs, Wargs, Spiders and other creatures are amassing, and even the Wise cannot perceive their purpose. Can they root out this unknown threat before it is too late?

Starting Company
 2 Orc Warriors with shields
 2 Orc Warriors with Orc bows
 1 Orc Warrior with spear
 1 Orc Warrior with two-handed weapon 
 1 Wild Warg
 1 Giant Spider Equipment
 1 Gold -- Shield, Spear, Orc Bow, Two-handed weapon
 2 Gold -- Throwing Spear
 3 Gold -- Warg Promotions
 Orc Warrior → Orc of Dol Guldur 
 Wild Warg → Warg Rider
 Giant Spider → Venom-back Spider

16

Reinforcements Table(D6)


**A note about Wargs and Spiders**


1 -- No Reinforcement


Though cunning creatures, Wargs have no grasp of tactics or

2-5 -- Orc Warrior with choice of weapon 


leadership. As such, only creatures of their own species may

6 -- Roll on the Elite Reinforcements Table

benefit from their Stand Fast! rolls or benefit from their heroic

Elite Reinforcements Table (D6)
 1-2 -- Orc of Dol Guldur with choice of weapon 
 3-4 -- Wild Warg


actions. Wild Wargs may receive two increases to their Strength instead of one. Spiders may not receive promotions and, therefore, can never become heroes.

5-6 -- Giant Spider Special Rules
 Touch of Death -- Any model who wounds, or is wounded by the Hero in a fight must roll a D6 -- on a 4+ they are paralyzed exactly as if they had failed to resist the Paralyze Magical Power. This does not affect anyone who attacks the Hero at range. Shaman -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Wither magical power which is cast on a 5+ and has a range of 12”.

17

Black Númenóreans The Black Númenóreans are those men who threw their lot in with Sauron many centuries ago. It is unknown whether those who march from Minas Morgul are those same Men, granted extended life by their Dark Lord, or their descendants. What is known is that these form warbands of skilled fighters that are rightly feared on the battlefields of Middle-earth.

Starting Company
 6 Black Númenórean Warriors 
 2 Orc Trackers Equipment
 2 Gold -- Lance
 3 Gold -- Warg
 4 Gold -- Armoured Horse Promotions
 Black Númenórean → Morgul Knight
 Venomblade Knight → Venomblade Knight with Armored Horse & Lance Reinforcements Table (D6)
 1-2 -- No Reinforcements
 3-4 -- Black Númenórean Warrior
 5 -- Morgul Knight
 6 -- Roll again on the Elite Reinforcements Table

18

Elite Reinforcements Table (D6)
 1-3 -- Orc Tracker 
 4-5 -- Morgul Stalker
 6 -- Venomblade Knight Black Númenórean Special Rules
 Rule Through Fear -- This Hero leads through fear and the promise of death to those who fail him. All Evil Warriors within 3” of the Hero count as though they are within range of a banner. Ensorcelled Weaponry -- The Hero has gained access to ancient weapons from the Witch-king’s armories, charged with dark sorcery. When determining what number the Hero needs to wound his opponent, use the opponent’s Courage rather than Defense on the Wound Chart.

**A note about Black Númenórean Battle Companies**
 Though they are not above using them to enact their dark purposes, the Black Númenóreans despise the Orcish soldiers of Sauron’s hordes. It is unconscionable that they would ever take orders from an Orc, therefore Orc Trackers and Morgul Stalkers may never be promoted to Heroes within a Black Númenórean Company. Due to the difficulty of raising and supplying an elite unit like the Black Númenóreans, it costs 4 Gold to roll on the Reinforcements table.

19

Warg Riders Exactly how close a relative Wargs are to wolves is a mystery to

Starting Company


most, but it is beyond doubt that Wargs are very deadly and

1 Warg Rider


never more so than when ridden by twisted and vile Orcs. During

1 Warg Rider with throwing spear 


the War of the Ring, both Isengard and Mordor deployed

1 Warg Rider with bow


companies of Warg Riders to range ahead of the main army,

3 Wild Wargs

sowing discord and gathering intelligence on enemy troop movements. Fast-moving and brutal, the Warg Riders are ideal hit-and-run troops, and many villages and farmsteads have fallen to their fury.

Equipment
 1 Gold -- Shield, Orc Bow
 2 Gold -- Throwing Spear Promotions
 Wild Warg → Warg Rider
 Warg Rider → Orc Tracker with Warg Reinforcements Table (D6)
 1 -- No Reinforcement
 2 -- Wild Warg
 3 -- Warg Rider
 4 -- Warg Rider with throwing spear 
 5 -- Warg Rider with Orc bow
 6 -- Choose one of the above

20

Warg Rider Special Rules
 Shaman -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Transfix magical power which is cast on a 5+ and has a range of 12”. Terror -- Either being of massive size or having a fearsome roar, this hero causes Terror as described in the main rule book.

**A note about Wild Wargs**
 Wild Wargs that have become heroes cannot be given riders, and only other Wargs may benefit from their Stand Fast! rule. Wild Wargs can, however, receive two increases to their Strength instead of one. **A note about Warg Rider Companies**
 Due to the difficulties of supplying reinforcements and equipment to a Warg Rider Company, it costs 4 Gold to roll on the Reinforcements table.

21

Mirkwood Mirkwood has become home to countless twisted and mutated creatures. As the power of Dol Guldur waxes ever stronger, fell creatures are drawn to the evil call and creeping corruption of the Necromancer’s power. With a cunning, bestial intellect and a taste for blood, Wargs and Spiders await those foolish enough to

Starting Company
 7 Fell Wargs OR

tread the forest paths. 4 Fell Wargs
 Mirkwood Spider Equipment
 There is no equipment available to a Mirkwood Battle Company Promotions
 There are no promotions available to a Mirkwood Battle Company Reinforcements
 1 -- No Reinforcement
 2-5 -- Fell Warg
 6 -- 2 Fell Wargs or Mirkwood Spider

22

Denizens of Mirkwood Special Rules


Fell Wargs may only benefit from another Warg’s Stand Fast! rule,

Terror -- Either being of massive size or having a fearsome roar,

and those who are promoted to Heroes may receive two

this hero causes Terror as described in the main rule book.

increases to their Strength characteristic. Unlike Fell Wargs,

Monstrous Bulk (Fell Wargs Only) -- The creature has survived

Mirkwood Spiders are not true members of the pack, and therefore may not be promoted to be Heroes.

countless battles and feasted on the bodies of numerous slain foes, growing to a monstrous size. The sheer weight and impetus of its attack will often bowl the enemy to the ground. The model is treated as a Cavalry model when working out the effects of charges.

**A note about Mirkwood Battle Companies**
 Drawn by the sounds of conflict and the scent of spilled blood, evil creatures are drawn to a battle like moths to a flame. Any time a Fell Warg is removed as a casualty, roll a D6 and on a 5+ another Fell Warg may move onto the owning player’s board edge at the end of the following Move phase. Mirkwood Spiders may return on a roll of a 6. Models that have returned in this manner do not acquire experience and do not remain with the company at the conclusion of the game. Also, they do not count when checking if your Battle Company is “Broken” or for a scenario’s Victory Conditions. The model that was originally killed must still roll on the relevant Injury Table, regardless of whether or not his “replacement” was alive at the end of the game.

23

Chapter 3

Kingdoms of Men

For centuries, the strength of Men has held the forces of Sauron at bay. Now that the Dark Lord has unleashed his full strength, the kingdoms of Gondor and Rohan will be tested as never before. Will they have the resolve to turn back the forces of evil once more?

Rohan Staunch allies of Gondor, the Rohirrim are known far and wide for their prowess in battle and for their skill in breeding and training horses. Despite the darkness of the times, the Riders of Rohan are swift to answer a call for aid, and Orcs and other evil

Starting Company


creatures have learned that the sound of hoofbeats will often

3 Warriors of Rohan with shields 


mean their doom.

3 Warriors of Rohan with shields & throwing spears
 2 Warriors of Rohan with bows Equipment
 1 Gold -- Shield, Bow
 2 Gold -- Throwing Spear, Heavy Armor, Horse Promotions
 Warrior of Rohan with shield → Rider of Rohan with shield
 Warrior of Rohan with shield & throwing spear → Rider of Rohan with shield & throwing spear 
 Warrior of Rohan with bow → Rider of Rohan with bow
 Rider of Rohan with bow → Rohan Outrider with Horse
 Rohan Royal Guard → Son of Eorl

25

Reinforcements Table (D6)


This ability can be used once per turn and does not apply to

1 -- No Reinforcement


Might used to modify a dice roll.

2 -- Warrior of Rohan with shield
 3 -- Warrior of Rohan with shield & throwing spear 
 4 -- Warrior of Rohan with bow


**A note about Rohan Battle Companies**


5 -- Helminga with shield


In Battle Companies games, only Riders of Rohan holding bows

6 -- Roll on the Elite Reinforcements Table

are considered to be equipped with them and they do count

Elite Reinforcements Table (D6)
 1 -- Rider of Rohan with shield
 2 -- Rider of Rohan with shield & throwing spear 
 3 -- Rider of Rohan with bow
 4 -- Rohan Royal Guard with shield
 5 -- Rohan Royal Guard with shield & throwing spear
 6 -- Rohan Royal Guard with shield & horse

towards your bow limit. Riders of Rohan that are not equipped with bows may deduct one point from their point cost. Sons of Eorl are held in high esteem, yet they remain aloof from other warriors, choosing instead to hone their blades and minds in preparation for the next battle. Because of this devotion to their craft, they eschew positions of command to commit themselves more fully to the art of cavalry warfare. Sons of Eorl may not be promoted to Heroes.


Rohan Special Rules
 Horse Lord -- The Rohirrim are known for their close ties to their mounts. Many riders and their horses have become legendary for their valiant adventures together. The hero may use his Fate points to save wounds against his horse. Hero of Legend -- Some heroes’ reputation and skill in battle is so great that others follow their directions without question. The player may roll a dice when this hero spends a point of Might to call a heroic action. On a score of 4+, the player need not reduce the hero’s Might score -- the Might point was effectively ‘free.’ 26

Minas Tirith The Battle Companies that march forth from Gondor are filled with resolved and hardened warriors ready to do their duty and give their lives in defense of the White City. From Henneth Annûn to Osgiliath to the Harad Road, the warriors of Minas Tirith stand ready to thwart the plans of Mordor.

Starting Company
 3 Warriors of Minas Tirith with shield
 2 Warriors of Minas Tirith with spear & shield 
 2 Warriors of Minas Tirith with bows Equipment
 1 Gold -- Shield, Spear, Bow, Lance
 2 Gold -- Longbow
 3 Gold -- Horse Promotion
 Warrior of Minas Tirith with shield → Knight of Minas Tirith
 Warrior of Minas Tirith with spear & shield → Citadel Guard with spear 
 Warrior of Minas Tirith with bow → Citadel Guard with bow
 Ranger of Gondor → Citadel Guard with bow
 Citadel Guard with Spear or Bow → Guard of the Fountain Court
 Knight of Minas Tirith → Citadel Guard with horse
 Ithilien Guard → Ranger of Ithilien

27

Reinforcements Table (D6)
 1 -- No Reinforcement
 2 -- Warrior of Minas Tirith with shield
 3 -- Warrior of Minas Tirith with spear & shield 
 4 -- Warrior of Minas Tirith with bow
 5 -- Choose one of the above
 6 -- Roll on the Elite Reinforcements Table Elite Reinforcements Table (D6)
 1-2 -- Ranger of Gondor
 3 -- Ithilien Guard with shield
 4 -- Knight of Minas Tirith 
 5 -- Citadel Guard with spear 
 6 -- Citadel Guard with bow


Minas Tirith Special Rules
 Bold Beyond Belief -- This hero is undaunted by foes that would cause others to cower in fear. Whenever the hero is forced to take a Courage test because of a Terror-causing opponent, the hero may add +2 to his dice score. Hold firm, Men of Gondor! -- Once per game, the hero may declare that he is “holding firm.” Whenever he does so, he and all friendly warriors within 12” will automatically pass Courage tests as long as the hero remains stationary during his Move phase. If the hero moves, then the ability ceases to work. 28

Fiefdoms of Gondor The Fiefdoms of Gondor are nominally ruled from Minas Tirith but maintain a high degree of autonomy, especially with regards to defending their territories. Chief amongst the fiefdoms is the city of Dol Amroth, whose knights are renowned for their martial prowess. Many fiefdom warriors will spend time under the tutelage of an experienced Knight of Dol Amroth.

Starting Company
 Knight of Dol Amroth (must be your Lieutenant) 
 4 Men-at-arms of Dol Amroth
 2 Archers of Blackroot Vale Equipment
 1 Gold -- Spear, Lance, Elven Blade
 4 Gold -- Armored Horse Promotions
 Man-at-Arms of Dol Amroth → Knight of Dol Amroth Reinforcements Table (D6)
 1 -- No Reinforcements
 2-4 -- Man-at-Arms of Dol Amroth
 5 -- Archer of Blackroot Vale
 6 -- Roll on the Elite Reinforcements Table

29

Elite Reinforcements Table (D6)
 1-2 -- Axeman of Lossarnach
 3-4 -- Clansman of Lamedon
 5 -- Knight of Dol Amroth
 6 -- Knight of Dol Amroth with armored horse Fiefdoms of Gondor Special Rules
 Terror -- Elven blood runs deeply in the men of Dol Amroth. In some, the glory is undimmed to the point that Evil creatures quail in their presence. The Hero causes Terror as described in the main rules manual. The Honor of the Fiefdoms! -- The men of Gondor’s fiefdoms are proud of their skills and heritage and are eager to show their mettle. The Hero has earned the respect of his men, who count as being within range of a banner when this Hero is within 3”.

30

Arnor A kingdom rivaling the glory of its southern sister, Gondor, the realm of Arnor was protected by disciplined and well-equipped soldiery. However, the strength of Arnor would waver under the relentless assault of Angmar’s ghoulish hordes. With only a handful of rangers and veteran guardsman, the people of Arnor fought on as their realm crumbled around them.

Starting Company
 Dúnedain (must be your Lieutenant)
 2 Rangers of Arnor
 5 Warriors of Arnor Equipment
 1 Gold -- Spear, Armor
 3 Gold -- Horse Promotions
 Given the limited troop types in the armies of Arnor, there is no promotion table for this Faction. Models may be promoted to Heroes as normal. Reinforcements Table (D6)
 1 -- No Reinforcement 
 2-3 -- Warrior of Arnor 
 4-5 -- Ranger of Arnor
 6 -- Hobbit Archer

31

Arnor Special Rules
 Hold firm, Men of Arnor! -- Once per game, the hero may declare that he is “holding firm.” Whenever he does so, he and all friendly warriors within 12” will automatically pass Courage tests as long as the hero remains stationary during his Move phase. If the hero moves, then the ability ceases to work. Master of the Wilderness -- The hero moves through difficult terrain without penalty, as do any other members of the company if they are on foot and within 6” of the hero.

** A note about Arnor Battle Companies **
 Each Arnor Battle Company is led by one of the Dúnedain, the last remnants of Arnor’s noble houses. The Dúnedain must be the Lieutenant of the company, and is considered to have a base points cost of 9 points before factoring in his Might/ Will/Fate points. Also, Arnor Battle Companies may have up to 50% of their warriors armed with bows.

32

The Last Alliance As the Second Age drew to a close, the brave Men of Númenor

Starting Company


resisted the forces of the Dark Lord with courageous hearts and

2 Warriors of Númenor with shields


tempered steel. At their side, the glittering host of the Elves

2 Warriors of Númenor with shields and spears 


sought to overthrow the power of Sauron and his malicious

2 Warriors of Númenor with bows


minions. It was only by paying a terrible price in blood that they

1 Elf Warrior with heavy armor, Elven blade

would succeed on the ashen slopes of Mount Doom.

Equipment
 1 Gold -- Shield, Spear, Bow, Heavy Armor, Elven Blade, Lance
 2 Gold -- Elf Bow
 3 Gold -- Horse Promotions
 Elf Warrior → Knight of Rivendell Reinforcements Table (D6)
 1 -- No Reinforcements
 2 -- Warrior of Númenor with shield
 3 -- Warrior of Númenor with shield and spear 
 4 -- Warrior of Númenor with bow
 5 -- Choose one of the above
 6 -- Roll on the Elite Reinforcements Table

33

Elite Reinforcements Table (D6)
 1-2 -- Elf Warrior with heavy armor, Elven blade 
 3-4 -- Elf Warrior with heavy armor, shield, & spear 
 5-6 -- Elf Warrior with heavy armor, Elf bow Last Alliance Special Rules
 Terror -- The tall, grey-eyed lords of Númenor are terrifying foes when stirred to anger. The Hero causes Terror as described in the main rules manual. Master-Crafted Weapon -- The Hero has been granted a potent blade that slices through armor and flesh with ease. In hand-tohand combat, the Hero never needs to roll more than 5+ to score a wound, regardless of the opponent’s Defense value.

34

Dale Well-trained and well-equipped the fighting men of Dale were famous for their prowess in battle. For many soldiers of that city, fighting was a way of life, and when not protecting Dale, they could be found selling their swords to trusty allies. However, nothing could prepare them for Smaug, Chiefest and Greatest of Calamities, and the once proud city is reduced to a burned husk of its former glory.

Starting Company
 3 Warriors of Dale with Swords & Shields
 2 Warriors of Dale with Spears & Shields
 2 Warriors of Dale with Bows Equipment
 1 Gold -- Bow, Shield, Spear
 3 Gold -- Horse Promotions
 Warrior of Erebor → Grim Hammer Reinforcements Table
 1 -- No Reinforcements
 2 -- Warrior of Dale with Sword & Shield
 3 -- Warrior of Dale with Spear & Shield
 4 -- Warrior of Dale with Bow
 5 -- Choose one of the above
 6 -- Warrior of Erebor with choice of weapon

35

Dale Special Rules
 Master-crafted Blade -- This hero has been gifted with a mighty blade, forged in the smithies of Erebor and engraved with powerful runes. While using this blade the wielder never needs greater than a 5+ to wound his enemy, regardless of their Defense. The Honor of Dale! (Human Heroes only) -- The men of Dale are proud of their realm and disciplined soldiery and are eager to show their mettle. The Hero has earned the respect of his men, who count as being within range of a banner when this Hero is within 3”. This bonus only applies to Warriors of Dale.

36

Laketown Descendants of the men of Dale, the people of Laketown endeavored to rebuild their lives in the wake of Dale’s destruction. Relying on the surrounding geography and the long lake itself, Laketown has had little need for warriors and have relied on the Laketown Guard to maintain peace and order. However, the threat of Smaug lies heavy on their minds in these darkening days.

Starting Company
 4 Laketown Guards with Swords
 4 Laketown Guards with Spears
 3 Laketown Guards with Bows Equipment
 1 Gold -- Bow, Spear
 3 Gold -- Horse Promotions
 There are no promotions available to Laketown Battle Companies. Reinforcements
 1 -- No Reinforcements
 2 -- Laketown Guard with Sword
 3 -- Laketown Guard with Spear
 4 -- Laketown Guard with Bow
 5 -- Choose one of the above
 6 -- 2 Laketown Guards with Sword

37

Laketown Special Rules
 A Feather In Your Cap, Lad! -- The Master of Laketown rewards those who fight well in his service. Anytime the Hero kills an opposing Hero, immediately roll a D6 and consult the following chart:
 1-2 -- Hero gains a point of Will
 3-4 -- Hero gains a point of Fate
 5-6 -- Hero gains a point of Might
 This may take him above his normal starting value for these characteristics. These bonuses expire at the end of the game. For Laketown, Men! -- The Hero has gained a reputation as a experienced warrior and leads his men by example. Any Warriors within 3” of the Hero count as being in range of a banner.

**A note about Laketown Battle Companies**
 More of a constabulary than a standing army, the Warriors of Laketown rely on intimidation and strength of numbers to carry the day. Laketown Battle Companies may have up to 20 members rather than the usual limit of 15.

38

Chapter 4

The Fallen Realms

Sauron commands more than just Orcs and Trolls. In Isengard the traitor Saruman is breeding an army of Uruk-hai while the tribesmen of Harad and evil Men from the East assemble their forces. Will the Free Peoples be able to withstand these endless hordes?

Isengard Driven by Saruman’s promises of eternal war and man-flesh upon

Starting Company


which they may feast, the Uruk-hai of Isengard are fearsome

3 Uruk-hai Scouts with shields


warriors. Descending upon enemy combatant and innocent alike,

2 Uruk-hai Scouts with Orc bows 


they will not stop their wanton destruction until all that was once

2 Uruk-hai Scouts with sword

good and beautiful is no more.

Equipment
 1 Gold -- Shield, Orc Bow, Pike 
 2 Gold -- Crossbow, Heavy Armor Promotions
 Uruk-hai Scout with sword → Uruk-hai Warrior with pike 
 Uruk-hai Scout with shield → Uruk-hai Warrior with shield 
 Uruk-hai Scout with Orc bow → Uruk-hai Warrior with crossbow Reinforcements Table (D6)
 1 -- No Reinforcement
 2 -- Uruk-hai Scout with sword
 3 -- Uruk-hai Scout with shield
 4 -- Uruk-hai Scout with Orc bow
 5 -- Choose one of the above
 6 -- Roll on the Elite Reinforcements Table

40

Elite Reinforcements Table (D6)


such, Feral Uruk-hai and Uruk-hai Berserkers can never be

1 -- Uruk-hai Warrior with pike


promoted to heroes.

2 -- Uruk-hai Warrior with shield
 3 -- Uruk-hai Warrior with crossbow 
 4 -- Feral Uruk-hai
 5 -- Uruk-hai Berserker
 6 -- Choose one of the above Isengard Special Rules
 Shaman -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Transfix magical power which is cast on a 5+ and has a range of 12”. Terror -- Some warriors are so fearsome as to freeze their enemies blood in their veins. This hero causes Terror as outlined in the main rulebook.

**A note about Feral Uruk-hai and Uruk-hai Berserkers**
 Though awesome combatants, Feral Uruk-hai and Uruk-hai Berserkers are so consumed with bloodlust that they do not possess the presence of mind to lead their fellow warriors. As

41

Dunland The Dunlendings are a bitter people, obsessed with regaining the

Starting Company


land that the Rohirrim stole from them in years past. Roused by

3 Dunlending Warriors with shield


the enchanting voice of Saruman, the Dunlendings saw an

3 Dunlending Warriors with two-handed weapons 


opportunity to right this wrong and reclaim their ancient lands.

2 Dunlending Warriors with bows

Pledging their allegiance to the White Wizard, these fierce warriors will gladly watch the fields and villages of Rohan burn.

Equipment
 1 Gold -- Shield, Bow, Two-handed weapon
 3 Gold -- Horse Promotions
 Wildman of Dunland → Dunlending Warrior with shield
 Wildman of Dunland with two-handed weapon → Dunlending Warrior with two-handed weapon Reinforcements Table (D6)
 1 -- No Reinforcement
 2 -- Wildman of Dunland
 3 -- Wildman of Dunland with two-handed weapon 
 4 -- Dunlending Warrior with shield
 5 -- Dunlending Warrior with two-handed weapon 
 6 -- Dunlending Warrior with bow

42

Dunland Special Rules
 Hardy -- A savage people, the Dunlendings are a tough race and can shrug off wounds that would incapacitate others. Whenever this hero is forced to roll on the Hero Injury Table, the player may choose to re-roll the result. The second result stands, even if it is worse than the original. Strawhead Slayer -- A veteran of many battles against the Rohirrim, this hero has become adept at dealing with mounted enemies. Whenever this hero is involved in a fight with a mounted opponent, the enemy does not gain the extra Attack or knockdown ability for charging.

43

Sharkey’s Rogues As Saruman’s influence and will to dominate grew, many cruel,

Starting Company


black-hearted Men were drawn to his banner. Under his orders,

3 Ruffians


they moved North into the Bree-land and the Shire creating

3 Ruffians with Whips


chaos and disorder in these sheltered lands, and leaving wanton

3 Ruffians with Bows


destruction in their wake. Though of little threat to actual

3 Wild Men of Dunland


soldiers, these thugs were a menace to the Little People and

Wild Man of Dunland with Two-handed Weapon

Breelanders until four Hobbits returned and set things aright.

Equipment
 1 Gold -- Bow, Whip, Two-handed Weapon Promotions
 There are no promotions available to a Sharkey’s Rogues Battle Company Reinforcements Table (D6)
 1 -- No Reinforcements
 2 -- Ruffian
 3 -- Ruffian with Whip
 4 -- Ruffian with Bow
 5 -- Wild Man of Dunland
 6 -- Choose one of the above

44

Sharkey’s Rogues Special Rules
 Backstabber -- When making strikes against an enemy model that is trapped, the Hero receives a +1 bonus on their roll To Wound. This bonus is cumulative with the bonus for using a twohanded weapon. More Than A Tongue-Lashing -- Each time the Hero, or another Hero within 6” of him, declares a Heroic action, roll a D6. On a score of 4+, the player need not reduce the hero’s Might score -the Might point was effectively ‘free.’ This ability can be used once per turn and does not apply to Might used to modify a dice roll. The Hero must be equipped with a Whip.

**A note about Sharkey’s Rogues Battle Companies**
 Though violent and thuggish, the evil Men that made up Sharkey’s Rogues were not brave men only bullying those that were smaller than them or when they had overwhelming numbers of their fellows with them. A Sharkey’s Rogues Battle Company may have up to 25 members rather than the usual 15.

45

Easterlings Just to the northeast of Mordor are the Rhûnish lands of the Easterlings. A mysterious people, the Easterlings are ruled by a complex system of honor and devote themselves to the worship of Sauron, whom they view as a noble and vengeful deity. Welldisciplined and fierce, the soldiers of Easterlings are becoming a more frequent sight in the lands around Gondor as Sauron seeks to close the noose around his old foes.

Starting Company
 3 Easterling Warriors with shields
 2 Easterling Warriors with shields and spears 
 2 Easterling Warriors with bows Promotions
 Easterling Warrior → Black Dragon Warrior
 Easterling Kataphrakt → Black Dragon Kataphrakt Equipment
 1 Gold -- Shield, Spear, Bow, Easterling Halberd
 4 Gold -- Armored Horse Reinforcements Table (D6)
 1 -- No Reinforcements
 2 -- Easterling Warrior with shield
 3 -- Easterling Warrior with shield and spear 
 4 -- Easterling Warrior with bow
 5 -- Choose one of the above
 6 -- Easterling Kataphrakt

46

Easterling Special Rules
 War Priest -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Bladewrath magical power (as listed in the Easterling War Priest entry of the Fallen Realms book) which is cast on a 2+ and affects either himself or a friendly Hero within 6”. Blood and Glory -- If the Hero kills an enemy Hero, he immediately regains a single point of Might expended earlier in the battle.

**A note about Easterling Battle Companies**
 Easterling Battle Companies may have up to 50% of their Warriors armed with bows.

47

Khand The Variags of Khand are a warlike race of people, and their lands

Starting Company


are divided into many small kingdoms that are constantly at war

5 Khandish Warriors with two-handed axes 


with each other. Due to the unending conflict, Khandishmen are

2 Khandish Warriors with bows

skilled fighters and many sell their services as mercenaries to the highest bidder. Many are found fighting for Sauron, seeking to enrich themselves or given in tithe by some fearful ruler. Either way, the Variags are content to plunder and raid as long as they receive their share of the spoils.

Equipment
 1 Gold -- Two-handed Axe, Bow
 3 Gold -- Horse
 8 Gold -- Chariot Promotions
 Khandish Warrior → Khandish Horseman
 Khandish Horseman → Khandish Charioteer Reinforcements Table (D6)
 1 -- No Reinforcements
 2-3 -- Khandish Warrior with two-handed axe 
 4-5 -- Khandish Warrior with bow
 6 -- Roll on the Elite Reinforcements Table Elite Reinforcements Table (D6)
 1-5 -- Khandish Horseman 
 6 -- Khandish Charioteer

48

Khand Special Rules
 Sellswords -- At the start of the game, before forces have been deployed, the player may roll a D6 for each Hero with this rule, on a 4 or 5 the Hero has bribed another Khandish Warrior to fight on behalf of his warband during this battle. On a 6, he has bribed a Khandish Horseman. The model does not count toward the Battle Company’s rating and may be armed with a two-handed axe or bow. After the battle, the mercenary takes his loot and leaves, so he does not remain with the company. Chop! -- The Hero has incredible skill with a two-handed axe, and therefore he does not suffer the -1 penalty for fighting with a twohanded weapon.

49

Harad The armies of Harad have grown accustomed to war, and its armies are filled with hardened tribal warriors. There is never a shortage of young leaders seeking to gain power and influence through military dominance. Warriors will flock to the banner of

Starting Company


any chieftain whose star seems to be on the rise.

6 Haradrim Warriors with spears 
 3 Haradrim Warriors with bows Equipment
 1 Gold -- Spear, Bow
 2 Gold -- War Spear
 3 Gold -- Horse Promotions
 Haradrim Warrior with spear → Serpent Guard 
 Haradrim Warrior with bow → Haradrim Raider 
 Serpent Guard → Serpent Rider
 Warrior of Abrakhân → Abrakhân Raider 
 Warrior of Kârna → Watcher of Kârna

50

Reinforcements Table (D6)


**A note about Harad Battle Companies**


1 -- No Reinforcement


The Watchers of Kârna are not an unknown sight in the armies of

2 -- Haradrim Warrior with spear


Harad, however, they tend to have their own agendas for

3 -- Warrior of Abrakhân with spear


marching to war. As such, the Watchers will never assume a role

4 -- Haradrim Warrior with bow


of leadership in a Harad Battle Company, so they may not be

5 -- Warrior of Kârna with bow


promoted to Heroes. Also, Harad Battle Companies may have up

6 -- Roll on the Elite Reinforcements Table

to 50% of their warriors armed with bows.

Elite Reinforcements Table (D6)
 1-2 -- Haradrim Raider
 3 -- Serpent Guard
 4 -- Serpent Rider
 5 -- Abrakhân Merchant Guard 
 6 -- Watcher of Kârna Harad Special Rules
 The Bane of Kings -- The weapons of the Hero are coated with a virulent poison. Each time the Hero strikes a model with a shooting or close combat attack, but fails to wound, he must reroll the D6. (This rule replaces the Poisoned Arrows rule.) Perilous Hubris -- The Hero must always charge an enemy Hero if at all possible. However, if he slays his foe, he immediately gains a point of Might.

51

Far Harad Client subjects of Umbar, the Mahûd Tribesmen of Far Harad are known for their savagery and tenacity. These Tribesmen will fight on in defiance despite heavy losses, and as such are highly valued as mercenary troops. From the shadows of Kârna, the

Starting Company


Mahûd visit wrath on all who oppose them!

3 Mahûd Warrior
 2 Mahûd Warriors with spears
 2 Mahûd Warriors with poisoned blowpipes Equipment
 1 Gold -- Spear, Poisoned Blowpipe, Two-handed Weapon
 2 Gold -- Warspear
 4 Gold -- Camel Promotions
 Mahûd Warrior → Mahûd Raider
 Mahûd Warrior with spear → Mahûd Raider with war spear
 Mahûd Warrior with poisoned blowpipe → Mahûd Raider with poisoned blowpipe

52

Reinforcements Table (D6)


**A note about Far Harad Battle Companies**


1 -- No Reinforcements


The Half Trolls of Far Harad are rightfully feared for their combat

2 -- Mahûd Warrior


prowess. However, their only interest lies in crushing their

3 -- Mahûd Warrior with spear


enemies, rather than tactics or strategy. Because of this blind

4 -- Mahûd Warrior with poisoned blowpipe 


violence, Half Trolls never rise to leadership positions in a Far

5 -- Choose one of the above


Harad battle company, and may not be promoted to Heroes.

6 -- Roll on the Elite Reinforcements Table Elite Reinforcements Table
 1 -- Mahûd Raider
 2 -- Mahûd Raider with spear
 3 -- Mahûd Raider with poisoned blowpipe 
 4-6 -- Half Troll of Far Harad Special Rules
 Hardy — A savage people, the Mahûd Tribesmen are a tough race and can shrug off wounds that would incapacitate others. Whenever this hero is forced to roll on the Hero Injury Table, the player may choose to re-roll the result. The second result stands, even if it is worse than the original. Death To My Enemy! -- The Mahûd Tribesman believe in striking at the leadership of enemy forces to throw their opponents into confusion. Whenever this Hero is in hand-to-hand combat with an enemy Hero, he gains +1 to his roll to win the fight. This does not apply to impact hits from a charging camel, if the Hero is mounted. 53

Corsairs The Corsairs of Umbar are feared all along the coastlines of

Starting Company


Middle-earth. They are not interested in capturing territory, but

3 Corsairs with shields


are content to raid and plunder where they may. Swift and

3 Corsairs with boarding pikes 


ruthless, the Corsairs pounce on unsuspecting towns and villages

2 Corsairs with bows

and withdraw into the night as quickly as they appeared.

Equipment
 1 Gold -- Shield, Bow, Boarding Pike, Two-handed weapon
 2 Gold -- Crossbow Promotions
 Corsair with shield or pike → Corsair Reaver 
 Corsair with bow → Corsair Arbalester Reinforcements Table (D6)
 1 -- No Reinforcement
 2 -- Corsair with boarding pike
 3 -- Corsair with shield
 4 -- Corsair with bow
 5 -- Choose one of the above
 6 -- Roll on the Elite Reinforcements Table

54

Elite Reinforcements Table (D6)
 1-3 -- Corsair Reaver 
 4-6 -- Corsair Arbalester Corsair Special Rules
 Commanding Bellow -- The Hero knows how to get the best out of his followers, inspiring more fear than the foe. All Corsairs treat this Hero as a banner. Smoke Bombs -- The Hero carries several pouches and vial containing powders that explode with a fierce flash of light and a cloud of smoke. These are throwing weapons with a Strength of 1. If hit and not killed, the target must expend a Will point or be stunned by the fiery detonation for the rest of the turn, exactly as if subject to a Transfix spell. If the Hero ever rolls a 1 to hit with a Smoke Bomb, his supplies have run out and he cannot use them for the remainder of the battle.

**A note about Corsair Reavers**
 Mad with bloodlust, Corsair Reavers can never rise to positions of leadership with a Corsair battle company. They may not be promoted to Heroes.

55

Chapter 5

The Free Peoples

United by a common foe, the Free Peoples must all play their part in the battle against the Dark Lord. Elves, Dwarves, and even the small Hobbits are beset on all sides as Sauron unleashes his hordes in a deadly endgame. The question remains whether they still possess the strength to endure.

Rivendell Though they are a dwindling race, the Elves have not abandoned their allies to Sauron’s growing malice. Fell and fair, the Elves are responsible for holding many evils in check, any one of which would long since have overwhelmed the realms of Men.

Starting Company
 2 High Elf Warriors with Elven blade 
 2 High Elf Warriors with spears & shields
 2 High Elf Warriors with Elf Bows Equipment
 1 Gold -- Elven Blade, Spear, Shield
 2 Gold -- Elf Bow, Lance
 3 Gold -- Horse Promotions
 Elf Warrior with heavy armor → Knight of Rivendell Reinforcements Table (D6)
 1-2 -- No Reinforcements
 3 -- High Elf Warrior with Elven Blade
 4 -- High Elf Warrior with spear & shield
 5 -- High Elf Warrior with Elf Bow
 6 -- Knight of Rivendell

57

Rivendell Special Rules
 Terror -- The sight of an Elf lord in his power causes Evil creatures to recoil in fear. This Hero causes Terror as described in the main rules manual. Stormcaller -- The Hero has learned to channel the elemental forces of the wind with devastating results. The first time this rule is chosen, he gains access to the Call Winds magical power which has a range of 12” and is cast on a 2+. The second time, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Rivendell Battle Companies**
 Thanks to their incredibly long lives, Elves have a long time to hone their skills in battle. Elven heroes may increase their Fight value to 7, instead of 6 like other races. However, because of the difficulty of recruiting members of a waning race, it costs 4 Gold to roll on the Reinforcements table.

58

Lothlórien With Dol Guldur on their doorstep and fell creatures inhabiting

Starting Company


the forests and descending from the neighboring mountains, the

3 Elf Warriors with Elven blade


Wood Elves are well acquainted with armed conflict. Relying on

2 Elf Warriors with Wood Elf spear 


their superior skill at arms and woodcraft, the armies of Lothlórien

2 Elf Warrior with Elf bows

are able to ambush and destroy predators and other, more sinister allies of Mordor.

Equipment
 1 Gold -- Elven Blade, Wood Elf Spear, Shield, Armor
 2 Gold -- Elf Bow, Throwing Daggers
 3 Gold -- Elven Cloak, Horse Promotions
 Elf Warrior with Elven blade → Galadhrim Warrior with Elven blade
 Elf Warrior with spear → Galadhrim Warrior with spear, shield 
 Elf Warrior with Elf bow → Galadhrim Warrior with Elf bow
 Galadhrim Warrior with Elven blade → Galadhrim Knight with Elven blade 
 Galadhrim Warrior with spear, shield → Galadhrim Knight with Elven blade 
 Galadhrim Warrior with Elf bow → Galadhrim Knight with Elf bow

59

Reinforcements Table (D6)


**A note about Lothlórien Battle Companies**


1-2 -- No Reinforcements


Thanks to their incredibly long lives, Elves have a long time to

3 -- Elf Warrior with Elven blade


hone their skills in battle. Elven heroes may increase their Fight

4 -- Elf Warrior with Wood Elf spear


value to 7, instead of 6 like other races. However, because of the

5 -- Elf Warrior with Elf bow


difficulty of recruiting members of a waning race, it costs 4 Gold

6 -- Roll on the Elite Reinforcements Table

to roll on the Reinforcements table.

Elite Reinforcements Table (D6
 1 -- Galadhrim Warrior with Elven blade 
 2 -- Galadhrim Warrior with spear, shield 
 3 -- Galadhrim Warrior with Elf bow
 4 -- Choose one of the above
 5 -- Galadhrim Knight with Elven blade
 6 -- Galadhrim Knight with Elf bow Lothlórien Special Rules
 Terror -- The sight of an Elf lord in his power causes Evil creatures to recoil in fear. This Hero causes Terror as described in the main rules manual. Stormcaller -- The Hero has learned to channel the elemental forces of the wind with devastating results. The first time this rule is chosen, he gains access to the Call Winds magical power which has a range of 12” and is cast on a 2+. The second time, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power. 60

Thranduil’s Hall As the once beautiful Greenwood the Great sickened into Mirkwood, Thranduil’s people became skilled hunters and deadly warriors, a bane to all evil creatures. Through their determination and prowess with bow and blade the sinister influence of Dol Guldur has been held in check, but how long will they be able to hold out against this growing threat?

Starting Company
 4 Mirkwood Rangers Equipment
 1 Gold -- Shield, Spear Promotions
 Mirkwood Ranger → Palace Guard with Sword Reinforcements
 1-2 -- No Reinforcements
 3-5 -- Mirkwood Ranger
 6 -- Palace Guard with Sword Thranduil’s Hall Special Rules
 Terror -- The sight of an Elf lord in his power causes Evil creatures to recoil in fear. This Hero causes Terror as described in the main rules manual.

61

Stormcaller -- The Hero has learned to channel the elemental forces of the wind with devastating results. The first time this rule is chosen, he gains access to the Call Winds magical power which has a range of 12” and is cast on a 2+. The second time, the Hero gains the Nature’s Wrath magical power, which is cast on a 4+. If, when casting a spell, the dice rolled is a natural 6, no Will is expended to cast the power.

**A note about Thranduil’s Hall Battle Companies**
 Thanks to their incredibly long lives, Elves have a long time to hone their skills in battle. Elven heroes may increase their Fight value to 7, instead of 6 like other races. However, because of the difficulty of recruiting members of a waning race, it costs 4 Gold to roll on the Reinforcements table.

62

Durin’s Folk The Dwarves are an old race, as hard as the stone mountains

Starting Company


from which they carve their homes. Although they prefer to keep

2 Dwarf Warriors with shields


to themselves, Dwarven kinbands can be seen patrolling the

2 Dwarf Warriors with two-handed axes 


areas around their holds or transporting their expertly crafted

2 Dwarf Warriors with Dwarf bows

goods along the trade routes of Middle-earth. Never one to forget the kindness of a friend or the cruelty of a foe, Dwarves wait with sharpened axes to defend their allies and to visit revenge on the ancient enemies of their people.

Equipment
 1 Gold -- Shield, Two-handed weapon, Dwarf Bow
 2 Gold -- Dwarf Longbow, Throwing Axes, Dwarf Heavy Armor Promotions
 Dwarf with shield → Iron Hills Veteran
 Dwarf with two-handed axe → Iron Hills Veteran 
 Dwarf with Dwarf bow → Dwarf Ranger
 Iron Hills Veteran → Khazâd Guard Reinforcements Table (D6)
 1 -- No Reinforcement
 2 -- Dwarf with two-handed axe
 3 -- Dwarf with shield
 4 -- Dwarf with Dwarf bow
 5 -- Iron Hills Veteran with choice of weapon 
 6 -- Roll on the Elite Reinforcements Table 63

Elite Reinforcements Table (D6)
 1-2 -- Iron Guard
 3-4 -- Khazâd Guard
 5-6 -- Dwarf Ranger with choice of weapon Durin’s Folk Special Rules
 Hardy -- Dwarves are known for their sturdy constitutions, but some individuals are resilient beyond measure. Whenever this hero is forced to roll on the Hero Injury Table, the player may choose to re-roll the result. The second result stands, even if it is worse than the original. Loremaster -- The hero has spent years studying the tactics and abilities of his Dwarfhold’s enemies. At the start of his Move, the Hero can spend a Will point to negate an enemy special rule for the rest of the turn. there is no range to this ability -- as long as the Hero can see the foe, and has a Will point to spend, it works.

**A note on Iron Guards**
 As Iron Guard are already veteran warriors devoted to their craft, they cannot be promoted to Heroes.

64

Erebor Well-trained and highly disciplined, the garrison of Erebor was

Starting Company


unflinchingly loyal to their king. Combined with their tremendous

2 Warriors of Erebor with Shields


stores of arms and armor, the Warriors of Erebor are a match for

2 Warriors of Erebor with Spears


any foe and stand ready to claim vengeance for any wrongs done

2 Dwarf Rangers with Dwarf Longbows

to them or their kin.

Equipment
 1 Gold -- Spear, Shield
 2 Gold -- Pick-Hammer, Heavy Armor
 3 Gold -- Throwing Axes Promotions
 Warrior of Erebor → Grim Hammer Reinforcements Table (D6)
 1 -- No Reinforcements
 2 -- Warrior of Erebor with Spear
 3 -- Warrior of Erebor with Shield
 4 -- Dwarf Ranger with Dwarf Longbow
 5 -- Choose one of the above
 6 -- Grim Hammer

65

Erebor Special Rules
 Wealth Without Measure -- The Lonely Mountain surrendered tremendous wealth to the Dwarves of Erebor, ensuring that the Warriors of Erebor are extremely well-equipped. After each game the controlling player receives +1 Gold for each Hero with this special rule that was not removed as a casualty. However, this Gold must be spent immediately or it is lost. Loremaster -- The hero has spent years studying the tactics and abilities of his Dwarfhold’s enemies. At the start of his Move, the Hero can spend a Will point to negate an enemy special rule for the rest of the turn. there is no range to this ability -- as long as the Hero can see the foe, and has a Will point to spend, it works. 


66

The Shire A peaceful and idyllic place, the Shire is known more for its

Starting Company


produce, wine, and pipeweed than its martial prowess. Due to

Dúnedain (must be your Lieutenant) 


the unceasing vigilance of the Dúnedain, the Hobbits remain

5 Hobbit Shirriffs


blissfully unaware of the darkness that is descending over

5 Hobbit Militia


Middle-earth. However, it is not unheard of for Hobbits to take up

4 Hobbit Archers

arms in defense of their homelands, and according to Shire records, a group of Hobbits were even sent to assist at the Battle of Fornost. Never underestimate the small folk!

Equipment
 1 Gold -- Spear, Armor
 2 Gold -- Pony
 3 Gold -- Horse Promotions
 Hobbit Militia → Battlin’ Brandybuck
 Hobbit Archer → Tookish Hunter Reinforcements Table (D6)
 1 -- No Reinforcements 
 2 -- Hobbit Militia
 3 -- Hobbit Shirriff
 4 -- Hobbit Archer
 5 -- Choose one of the above 
 6 -- Ranger of Arnor 67

Shire Special Rules
 To Me, Shirefolk! -- The Hero has gained the respect of his peers and they readily follow his directions. The range of this Hero’s Stand Fast! is 12”. Nimble -- Those who have made a study of Hobbits note that they are remarkably agile and are able to weave and dodge around larger, clumsier creatures. Anytime this Hero is wounded, he may roll a dice and on a result of 6+ the wound is ignored. The second time this rule is chosen, the saving throw is improved to a 5+. The player may elect to use Fate points on any wounds that are not saved in this manner. Only Hobbits may take this Special Rule.

**A note about Shire Battle Companies**
 Given their small stature, the Hobbits rely on the old adage that there is safety in numbers. A Hobbit Battle Company may have up to 25 members. The Dúnedain is considered to have a base cost of 9 points before factoring in his Might, Will, and Fate.

68

Chapter 6

Moria & Angmar

The Misty Mountains have long been home to all manner of evil creatures. Caverns crawling with Goblins and Wargs prowling the foothills mean that only the foolhardy approach these mountain passes without sharpened steel at the ready. Further, Angmar of Old, home to ancient demons and vengeful spirits, lies at the northern end of the Misty Mountains and its denizens prey upon the unwary who dare to cross its lands.

Angmar Orc brigands and prowling wargs lurk in the northern wilds, seeking whom they may devour. Remnants of the dread legions of the Witch-king, these vile creatures haunt the night. The most powerful of them have attracted the attention of lesser wights and other twisted spirits, who follow in their wake, knowing that they will have yet another opportunity to feed on the flesh and souls of Men.

Starting Company
 2 Orc Warriors with shields
 2 Orc Warriors with spears
 2 Orc Warriors with Orc bows
 2 Orc Warriors with two-handed weapons 
 2 Wild Wargs Equipment
 1 Gold -- Shield, Spear, Two-handed weapon, Orc Bow
 2 Gold -- Throwing Spear
 3 Gold -- Warg Promotions
 Orc Warrior with shield → Morgul Stalker
 Orc Warrior with two-handed weapon → Morgul Stalker 
 Orc Warrior with spear → Warg Rider
 Orc Warrior with Orc bow → Orc Tracker
 Wild Warg → Warg Rider

70

Reinforcements Table (D6)


**A note about Wargs, Stalkers, and Spirits**


1 -- No Reinforcement


Though cunning creatures, Wargs have no grasp of tactics or

2 -- Wild Warg


leadership. As such, only creatures of their own species may

3-5 -- Orc Warrior with choice of weapon 


benefit from their Stand Fast! rolls or benefit from their heroic

6 -- Roll on the Elite Reinforcements Table

actions. Wild Wargs may receive two increases to their Strength

Elite Reinforcements (D6)
 1 -- Warg Rider
 2 -- Morgul Stalker
 3-4 -- Ghostly Warrior (Use Army of the Dead profile)


instead of one. Stalkers are too distrusted, even by their own kind, to ever amass any sort of following so they may not be promoted to Heroes. Being undead creatures, Spirits may not receive promotions and, therefore, can never become heroes.

5-6 -- Dead Marsh Spectre Angmar Company Special Rules
 Shaman -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a range of 6”. The second time, the hero gains the Transfix magical power which is cast on a 5+ and has a range of 12”. Ensorcelled Weaponry -- The Hero has gained access to ancient weapons from the Witch-king’s armories, charged with dark sorcery. When determining what number the Hero needs to wound his opponent, use the opponent’s Courage rather than Defense on the Wound Chart. Wargs may not select this special rule. 71

Misty Mountains A plague of Goblin-kind has infested the Misty Mountains for countless millennia. Like a dirty tide, the goblins and their monstrous allies pour out of dark holes and crevasses to wreak death and destruction on any who dares to venture too close to their lairs.

Starting Company
 3 Goblin Warriors with spears
 3 Goblin Warriors with shields
 3 Goblin Warriors with Orc bows 
 2 Wild Wargs Equipment
 1 Gold -- Shield, Spear, Orc Bow, Two-Handed Weapon
 2 Gold -- Throwing Weapon, Heavy Armor Promotions
 Goblin Warrior with spear → Goblin Prowler with two-handed weapon 
 Goblin Warrior with shield → Goblin Prowler with shield
 Goblin Warrior with Orc bow → Goblin Prowler with Orc bow
 Goblin Prowler with shield or Orc bow → Gundabad Blackshield
 Goblin Prowler with two-handed weapon → Gundabad Blackshield with spear

72

Reinforcements Table (D6)


Monstrous Bulk (Wargs and Spiders only) -- The creature has

1 -- No Reinforcement


survived countless battles and feasted on the bodies of numerous

2 -- Goblin Warrior with spear


slain foes, growing to a monstrous size. The sheer weight and

3 -- Goblin Warrior with shield


impetus of its attack will often bowl the enemy to the ground. The

4 -- Goblin Warrior with Orc bow


model is treated as a Cavalry model when working out the effects

5 -- Choose one of the above


of charges.

6 -- Roll on the Elite Reinforcements Table Elite Reinforcements Table (D6)
 1-2 -- Wild Warg
 3 -- Giant Spider
 4 -- Goblin Prowler with choice of weapon
 5 -- Gundabad Blackshield with choice of weapon 
 6 -- Warg Marauder Misty Mountains Special Rules
 Shaman (Goblins Only) -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most grievous wounds and paralyze his enemies with fear. The first time this rule is chosen, the hero gains the Fury magical power (as detailed in the main rulebook), that is cast on a 3+ and has a

**A note about Misty Mountains Battle Companies**
 Because of the swarming nature of goblins and their allies, the maximum number of warriors/creatures in a Misty Mountains Battle Company is 25 rather than the usual 15. **A note about Wargs and Spiders**
 Though cunning creatures, Wargs and Spiders have no grasp of tactics or leadership. As such, only creatures of their own species may benefit from their Stand Fast! rolls or benefit from their heroic actions. Wild Wargs may receive two increases to their Strength instead of one. Warg Marauders may not be promoted in any way and therefore may not become heroes.

range of 6”. The second time, the hero gains the Transfix magical power which is cast on a 5+ and has a range of 12”. Spiteful -- This Hero is known far and wide for his spitefulness and cunning. If the Hero is defeated in hand-to-hand combat but is not slain, he may immediately make a sneak attack at S2 against one enemy that had been in base contact with him. 73

Gundabad Hunters Hardened by the bitter cold of the frozen North, and twisted by

Starting Company


the foul magic of the Witch-king, Gundabad Orcs are an

2 Hunter Orcs


especially terrifying foe. Relentless in their pursuits, and

2 Hunter Orcs with Orc bows


unleashing wanton destruction, the hunting parties that issue

1 Hunter Orc with two-handed weapon


from Mount Gundabad are dreaded by all who value their lives.

2 Fell Wargs Equipment
 1 Gold -- Two-handed Weapon, Orc Bow
 3 Gold -- Fell Warg Promotions
 Hunter Orc → Hunter Orc with Fell Warg
 Fell Warg → Hunter Orc with Fell Warg Reinforcements Table (D6)
 1 -- No Reinforcements
 2 -- Fell Warg
 3 -- Hunter Orc
 4 -- Hunter Orc with two-handed weapon
 5 -- Hunter Orc with Orc Bow
 6 -- Roll on the Elite Reinforcements Table

74

Elite Reinforcements Table (D6)
 1-2 -- Hunter Orc with Fell Warg
 3-4 -- Hunter Orc with Fell Warg & Orc bow
 5-6 -- Gundabad Orc Warrior with choice of weapon Gundabad Hunters Special Rules
 Hunt Master -- This Hero has the ability to stalk his foe across all types of terrain. He ignores the penalties suffer for moving in difficult terrain, even if the model is mounted. Monstrous Bulk (Fell Wargs Only) -- The creature has survived countless battles and feasted on the bodies of numerous slain foes, growing to a monstrous size. The sheer weight and impetus of its attack will often bowl the enemy to the ground. The model is treated as a Cavalry model when working out the effects of charges. **A note about Fell Wargs**
 Fell Wargs that have become heroes cannot be given riders, and only other Wargs may benefit from their Stand Fast! rule. Fell Wargs can, however, receive two increases to their Strength instead of one. **A note about Gundabad Hunter Companies**
 Due to the difficulties of supplying reinforcements and equipment to a Gundabad Hunter Company, it costs 4 Gold to roll on the Reinforcements table.

75

Goblin Town Mutated and deformed, the goblins of Goblin Town are stunted

Starting Company


and degenerate creatures with a penchant for cruelty and

5 Goblin Warriors


violence. Motivated primarily by spite and thirst for violence, the

3 Goblin Warriors with two-handed axes


denizens of Goblin Town prey on unwary travelers of the

3 Fell Wargs

mountain passes, overwhelming them with the weight of numbers and powerful Warg allies.

Equipment
 1 Gold -- Two-handed Axe Promotions
 Relying on screaming hordes rather than elite fighters, Goblin Town Warriors may not be promoted, but may become Heroes as normal. Reinforcements Table (D6)
 1 -- No Reinforcements
 2-4 -- Goblin Warrior
 5 -- Goblin Warrior with Two-handed axe
 6 -- Fell Warg Goblin Town Special Rules
 Shaman (Goblins Only) -- The Hero has begun to learn powerful incantations that spur his warband to fight through the most

76

grievous wounds and paralyze his enemies with fear. The first

**A note about Wargs and Spiders**


time this rule is chosen, the hero gains the Fury magical power

Though cunning creatures, Wargs have no grasp of tactics or

(as detailed in the main rulebook), that is cast on a 3+ and has a

leadership. As such, only creatures of their own species may

range of 6”. The second time, the hero gains the Transfix magical

benefit from their Stand Fast! rolls or benefit from their heroic

power which is cast on a 5+ and has a range of 12”.

actions. Fell Wargs may receive two increases to their Strength

Spiteful -- This Hero is known far and wide for his spitefulness

instead of one.

and cunning. If the Hero is defeated in hand-to-hand combat but



is not slain, he may immediately make a sneak attack at S2 against one enemy that had been in base contact with him. Monstrous Bulk (Fell Wargs Only) -- The creature has survived countless battles and feasted on the bodies of numerous slain foes, growing to a monstrous size. The sheer weight and impetus of its attack will often bowl the enemy to the ground. The model is treated as a Cavalry model when working out the effects of charges.

**A note about Goblin Town Battle Companies**
 Because of the swarming nature of goblins and their allies, the maximum number of warriors/creatures in a Misty Mountains Battle Company is 25 rather than the usual 15.

77

Chapter 7

Scenarios

The history of Middle-earth is filled with myriad battles, large and small. The following scenarios present several options to play with your Battle Company but feel free to modify them to fit the theme of your Battle Company or the taste of your gaming group. If you would like to contribute scenarios for the next update, please feel free to send them to [email protected]

Contest of Champions A Battle Company’s fortunes will rise and fall based on the skill

(even if saved by Fate). If your Champion is slain, deduct 2

and leadership of its commanders. As two Battle Companies

points, and select another Hero to serve as your Champion to

prepare to charge into battle, a bellowed challenge lets the

continue the game. At the end of the turn that one Company has

company members know that this fight will be decided by the

been reduced to 50% of its starting number of models, roll a D6

heroic efforts of their leaders. Whichever side wins, the battle will

and if it is a 6, the game suddenly ends. If the game continues,

be one for the bards to remember!

roll a D6 at the end of the next turn, and if a 5+ is rolled the game

Layout -- A 48” x 48” board with as much terrain as possible. More terrain creates a more interesting, tactical experience, so players are encouraged to use plenty of terrain arranged in a mutually agreeable fashion. Starting Positions -- The player with the lowest Effective Company Rating chooses a table edge and his opponent sets up on the table edge opposite from him. Both players set up within 12” of his board edge with the player with the highest Effective Company Rating going first.

ends (then 4+, 3+, etc.). Total up each Battle Company’s points to determine the winner.
 Victory -- Your Champion scored the most points.
 Defeat -- Your Champion did not score the most points.
 Draw -- Both Champions scored an equal number of points. Multi-Player Variant -- This game can easily be played with 3 or 4 players. Simply deploy your Battle Companies within 12” of a table corner rather than an edge. The player with the lowest Effective Company Rating may choose his corner first, then the next lowest, etc. The player with the highest Effective Company

Objective -- Each player nominates one of his Heroes to serve

Rating will deploy his models first, then the next highest, etc.

as the company “Champion” for the duration of the game. Each

Players will still begin rolling for the end of the game when one

wound caused by the “Champion” scores one point for his

Company has been reduced to 50% of its starting number. It is

Company, and any wounds on an enemy Hero score two points

possible that two Companies could Draw, while the third gets a Defeat. 79

Fog of War Two patrolling companies chance upon each other and quickly

the allotted time are assumed to have lost their way in the fog

rush to drive the other from these lands. However, a thick,

and do not participate in the game.

unnatural fog has enveloped both companies, and the commanders must find a way to ensure victory over their opponent without the ability to clearly see the field of battle or even the full disposition of the enemy’s force. Who will emerge victorious, and who will be left to retreat into the grey mist?

Objective -- The game ends at the end of a turn where one Company has been reduced to 25% of its starting number. Models who flee the battlefield count against this number, but are not considered casualties. 
 Victory -- You have reduced the enemy to 25% of their starting

Layout -- A 48” x 48” board with as much terrain as possible.

numbers.


More terrain creates a more interesting, tactical experience, so

Defeat -- Your company has been reduced to 25% of its starting

players are encouraged to use plenty of terrain arranged in a

numbers, but your opponent’s has not.


mutually agreeable fashion.

Draw -- Both companies are reduced to 25% of their starting

Starting Positions -- The player with the lowest Effective

numbers on the same turn.

Company Rating should select a side and deploys his company

Special Rules


in a zone 12-24” from his board edge, and the opponent sets up

Reduced Visibility -- Visibility is reduced to 12” for the duration of

within 12-24” of the opposite edge. To represent the blind,

the game. Warriors may not target or shoot any enemy further

rushed deployment of the companies that have chanced upon

than 12” away from them. Furthermore, any model that does not

each other, both players will deploy their companies in their

have a friendly model in range and line of sight suffers a -1

deployment zones simultaneously. They have exactly 60

Courage penalty. This penalty does not apply to Spirits as their

seconds to do so. Models may be shifted within the deployment

perception is not limited to physical sight.

zone until the time is up. Any models not deployed at the end of 80

Fear! Fire! Foes! A Battle Company commander has received orders that a certain

Objectives -- The Attacker wins the game if he is able to burn

village is to be destroyed for providing refuge and supplies to

50% or more of the village’s structures to the ground before

enemy forces. As the company descends upon the village, they

being forced to flee the battlefield. The Defender wins if he is

discover that the village is not as poorly defended as they had

able to drive off the Attacker before he completes his objective.

thought. Will they be able to overcome the enemy company and destroy the village, or will they be driven away in defeat? As they advance upon the village, a sentry cries out in the night and but is

Special Rules -- Any Attacker may attempt to set a building on fire by spending one turn in base contact with the building,

quickly silenced...

without being engaged in a fight, and rolling a 4+ (models with

Layout -- A 48” x 48” board with a small village or encampment

successful, place one flame token on the structure, and it is

with D3+ 4 buildings in the center of the board and as much

considered alight. If a building has any flame tokens on it, place

terrain as possible More terrain creates a more interesting,

one additional flame token on the building before rolling for

tactical experience, so players are encouraged to use plenty of

Priority on the next turn. A building is considered destroyed

terrain arranged in a mutually agreeable fashion.

when it has 5 flame tokens on it. Defenders may attempt to

Starting Positions -- The player with the lowest Effective Company Rating may decide if he wants to be the Attacker or Defender for this scenario. The Defender deploys first in the

Burning Brands or Torches add +1 to this roll). If he is

douse the flames by spending a turn in base contact with the structure, without being engaged in a fight, and rolling a 4+. If he is successful, remove one flame token from the building.

center of the village, whilst the the Attacker deploys within 6” of any table edge. The Attacker has priority on the first turn.

81

Rescue As the swirl of battle comes to an end, the company realizes that

prize must remain stationary and the Company with the most

one of their number has been taken captive. Not willing to

models within 3” of the prize is considered to control it. If neither

abandon one of their own, the group sets out to recover their

side has more models within 3”, the prize is contested. The

comrade and exact revenge for their fallen friends. The enemy

game is over at the end of any turn where one Company has

will regret ever crossing swords with such a formidable foe!

been reduced to 25% of its starting numbers and the prize is not

Layout -- A 48” x 48” board with as much terrain as possible.

contested.

More terrain creates a more interesting, tactical experience, so

Special Rules


players are encouraged to use plenty of terrain arranged in a

Delayed Reinforcements -- Occurring in the aftermath of a

mutually agreeable fashion. Finally, place a marker to represent

previous battle, both companies begin the game with their forces

the prize (fallen Hero, prisoner, captured Company Standard,

dispersed and unready for another engagement. Models that do

etc.) in the exact center of the table.

not begin the game deployed on the table may become available

Starting Positions -- The Defender places one of his Heroes and up to half of his Warriors in the center of the table around the prize marker. The other half of his company does not begin the game on the board, but will become available later. The Attacker then deploys one of his Heroes and up to half of his Warriors

as the game progresses. At the end Turn 1 and each following turn, roll a die for each model that has not yet arrived at the battle and consult the chart below. Newly arrived models may move or shoot as normal, but may not charge enemy models on the turn they arrive.

within 12” of the Southern table edge. Like the Defender, the

1-2 -- Delayed. Model may not enter play this turn.


other half of his company will become available later in the game.

3-4 -- The model moves onto the board from the controlling

Objective -- The Defender is determined to keep their hard-won prize while the Attacker will stop at nothing to recover it. The

player’s table edge.
 5-6 -- The model may enter from the controlling player’s table edge, or either of the side table edge. 82

Ambush A group of enemy soldiers has been seen moving along an

Objectives -- The Attacker must move 33% his Battle Company

important trade route. A young commander and his warriors are

off the road in the Northeast corner of the board. The Defender

tasked with guarding the road and preventing the enemy from

wins if he prevents the Attacker from doing so.

penetrating any further into his Lord’s lands. Will the interlopers be able to break through, or will the young commander prove

Special Rules -- All Defenders are considered to be equipped

worthy of his task?

with Concealing Cloaks (see additional equipment rules) at the

Layout -- A 48” x 48” board with a road running from the

such.

outset of the battle, even if they are not normally equipped with

Southwest corner of the board to the Northeast corner and as much terrain as possible. This scenario, in particular, requires a lot of cover for the Defender to conceal his Battle Company. More terrain creates a more interesting, tactical experience, so players are encouraged to use plenty of terrain arranged in a mutually agreeable fashion. Starting Positions -- The Defender may deploy his models in cover on either side of the road, at least 18” from the Southwest corner. The Attacker’s Company is not deployed at the beginning of the game, but will move onto the board along the road in the Southwest corner.

83

Treasure Hunt Your commander learns that an item of immense value has been

Objectives -- The Companies are trying to fend off their enemies

hidden within the ruins of an old fortress. Unfortunately, the

while combing the battlefield for the hidden treasure. They will

message he received was incomplete, therefore the company is

try to control as many tokens at the end of the battle as possible.

not quite certain what exactly they are seeking. As they approach

To claim a token, a Company must have at least one Warrior

the ruins of the fortress, they discover that they are not the only

within a 3” radius of a token and no enemies within the same

ones who have been tipped off about the treasure...

distance. If both Companies have models within 3” of a token,

Layout -- A 48” x 48” board with as much terrain as possible, including several ruined buildings. More terrain creates a more interesting, tactical experience, so players are encouraged to use plenty of terrain arranged in a mutually agreeable fashion. Once the terrain is set, players take turns placing 6 tokens (numbered 1-6) on the board at least 6” from the table edge and 10” from any other token. Starting Positions -- The Player with the lowest Effective

the token is considered contested and neither side may claim it. Once one Company has been reduced to 50% of its starting numbers, begin rolling a die at the end of each turn. If the result is ever a 1, the game immediately ends. At the end of the game, one of the players should roll a D6 and whichever Company controls the token with that number on it is considered to have recovered the treasure and won the game. If the number rolled is a contested token or is not claimed by either Company, then the result is a Draw.

Company Rating may choose his board edge. The company with the highest Effective Company Rating then deploys his force first within 3” of the opposite table edge. No model may be deployed within 6” of a treasure token.

84

Chapter 8

Roster Sheets

You can use the following Roster Sheets to help you keep track of your Battle Company’s progress. Simply print them out and fill in the appropriate information and you are on your way to a brand new adventure!

Battle Company Roster Company Name & Type: ____________________________________ Wins: _______ Draws: _______ Losses: _______ Gold: ________

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Co. Rating: _______ Injuries: _______ Effective Rating: ________ Notes: ___________________________________________________ __________________________________________________________

Wargear: _________________________________________________

__________________________________________________________

Special Rules: _____________________________________________

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________ Special Rules: _____________________________________________ Injuries/Notes: ____________________________________________ Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________ Special Rules: _____________________________________________ Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________ Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________ Special Rules: _____________________________________________ Injuries/Notes: ____________________________________________ Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________ Special Rules: _____________________________________________ Injuries/Notes: ____________________________________________ 86

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

87

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

88

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Name: __________________ Experience: _______ Points: _______ Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

Name: __________________ Experience: _______ Points: _______

Name: __________________ Experience: _______ Points: _______

Move

F/S+

S

D

A

W

C

M/W/F

Move

F/S+

S

D

A

W

C

M/W/F

Wargear: _________________________________________________

Wargear: _________________________________________________

Special Rules: _____________________________________________

Special Rules: _____________________________________________

Injuries/Notes: ____________________________________________

Injuries/Notes: ____________________________________________

89

Names of Middle-earth Listed below are some common Middle-earth names that can be used to help create identities for your Warriors and Heroes. These lists are by no means exhaustive, but should help you get started.

Sandheaver, Sandyman, Smallburrow, Took, Tunnelly, Twofoot,

Dwarf Names

Balbo, Bandobras, Bergil, Bilbo, Bingo, Blanco, Bodo, Bowman,

Male Dwarf Names: Anar, Balin, Beli, Bifur, Bláin, Bofur,

Bucca, Bungo, Carl, Cotman, Cottar, Dindonas, Doderic,

Bombur, Borin, Burin, Dáin, Dori, Durin, Dwalin, Farin, Fíli, Flói,

Dodinas, Drogo, Dudo, Erling, Falco, Fastolph, Fastred,

Frár, Frerin, Frór, Fundin, Gimli, Ginar, Glóin, Gróin, Grór, Hanar,

Ferdibrand, Ferdinand, Ferumbras, Filibert, Flambard, Folco,

Kíli, Lófar, Lóni, Náin, Náli, Nár, Nói, Nori, Óin, Ónar, Óri, Póri,

Fortinbras, Fosco, Fredegar, Frodo, Gerontius, Gorbadoc,

Regin, Thorin, Thráin, Thrór, Vidar.

Gorbulas, Gorhendad, Gormadoc, Griffo, Gundabald, Halfast,

Female Dwarf Names: Dís, Hón, Kóna, Már.

Hobbit Names Hobbit Family Names: Baggins, Banks, Boffin, Bolger, Bracegirdle, Brandybuck, Brockhouse, Brown, Brownlock, Bunce, Burrows, Butcher, Chubb, Chubb-Baggins, Cotton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild, Goold, Greenhand, Grubb, Hayward, Headstrong, Hogg, Hornblower, Longholes, Maggot, Mugwort, Noakes, Pott, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Sackville-Baggins,

Underhill, Whitfoot. Male Hobbit Names: Adalgrim, Adelard, Andwise, Anson,

Halfred, Hamfast, Hamson, Harding, Hending, Hildibrand, Hildifons, Hildigard, Hildigrim, Hob, Hobson, Holfoot, Holman, Hugo, Ilberic, Isembard, Isembold, Isengar, Isemgrim, Isumbras, Largo, Longo, Lotho, Madoc, Marcho, Marmadas, Marmadoc, Marroc, Meriadoc, Merimac, Merimas, Milo, Minto, Moro, Mosco, Mungo, Nob, Odo, Odovacar, Olo, Orgolas, Otho, Paladin, Peregrin, Polo, Ponto, Porto, Posco, Reginard, Rendigar, Robin, Rorimac, Rudigar, Rufus, Sadoc, Samwise, Sancho, Saradas, Saradoc, Seredic, Sigismond, Tobold, Togo, Tolma, Tolman, Wilcome, Wilibald, Will, Wiseman.

90

Female Hobbit Names: Adaldrida, Adamanta, Amaranth,

Female Sindarin Names: Arwen (Royal Maiden), Berúthiel

Angelica, Asphodel, Belba, Bell, Belladonna, Berylla, Camellia,

(Daughter of the Queen), Celebrían (Silver Maiden), Celebrindal

Celandine, Chica, Daisy, Diamond, Donnamira, Dora, Eglantine,

(Silver Foot), Elwing (Star Spray), Finduilas (Leaf-flow Hair),

Elanor, Esmerelda, Gilly, Goldilocks, Hanna, Hilda, Lily, Linda,

Galadhriel (Tree Lady), Galadriel (Lady of Light), Idril (Sparkling

Lobelia, Malva, Marigold, May, Melilot, Menegilda, Mentha,

Brilliance), Lúthien (Flower), Nimloth (White Flower), Nimrodel

Mimosa, Mirabella, Myrtle, Pansy, Pearl, Peony, Pervinca,

(Lady of the White Cave).

Pimpernel, Poppy, Primrose, Primula, Prisca, Rosamunda, Rosa, Rose, Ruby, Salvia, Tanta.

Names Of Men Male Names Of The Beornings: Beorn (Warrior), Beran (Bear),

Elven Names

Beranald (Bear-Old), Beranbold (Bear-Bold), Berangár (Bear-

Male Sindarin Names: Aegnor (Fell Fire), Aerandir (Sea

Spear), Beran-grim (Bear-Fierce), Beranhame (Bear-Coat),

Wanderer), Amras (Peak?), Angrod (Iron Champion), Aredhel

Beranhelm (Bear-Protection), Beranhere (Bear-Host), Beranmód

(Noble Elf ), Arminas (Royal Tower), Beleg (Mighty), Caranthir (Red

(Bear-Spirit), Beranmund (Bear-Hand), Beranor (Bear-One),

River), Celeborn (Silver Tree), Celebrimdor (Silver Hand),

Beranwine (Bear-Friend), Grim (Fierce), Grimald (Fierce-Old),

Celegorm (Silver?), Círdan (Shipwright), Cúthalion (Strongbow),

Grimbeorn (Fierce-Warrior), Grimbold (Fierce-Bold), Grimfara

Daeron (Shadow?), Denethor (Water Torrent), Edrahil (Heir?),

(Fierce-Traveller), Grimfast (Fierce-Loyal), Grimgár (Fierce-Spear),

Elladan (Star Man), Elrohir (Star Horse Lord), Elrond (Star Dome),

Grimhelm (Fierce-Protection), Grimhere (Fierce-Host), Grimwine

Elros (Star Foam), Eöl, Ereinion (Scion of Kings), Erestor (One?),

(Fierce-Friend).

Fëanor (Spirit of Fire), Fingon (Commander with [Golden] Hair), Finrod (Champion with [Golden] Hair), Galdor (Shining Lord), Galion (Bright?), Gelmir (Flowing Jewel), Gil-galad (Star of Radiance), Glorfindel (Golden Hair), Guilin (Song of Awakening), Gwindor (Land?), Haldir (Tall Watcher), Legolas (Leaf?), Lindir (Song Watcher), Mablung (of the Heavy Hand), Maglor (Golden Hand), Maedhros (Foam?), Maeglin (Sharp Gleam), Orodreth (Mountain?), Orophin (Mountain Hill), Saeros (Foam?), Turgon

Female Names Of The Beornings: Beornhild (Warrior-Battle), Beornwyn (Warrior-Joy), Beranhild (Bear-Battle), Beranwyn (BearJoy), Grimhild (Fierce-Battle), Grimwyn (Fierce-Joy). Family Names Of Bree: Appledore, Birchdown, Blackthorn, Butterbur, Buttercup, Dogwood, Ferny, Goatleaf, Gooseberry, Harebell, Heathertoes, Honeystalk, Mawseed, Milkflower,

(Lord of Stone). 91

Pickthorn, Rushlight, Thistlewool, Whistletree, Whitebeam,

Holly, Ivy, Joy, Lily (Lillian), Lindy (Belinda), Marge (Margaret), Milly

Whortleberry.

(Emily/Mildred), Minnie (Wilhelmina), Myrtie (Myrtle), Poppy,

Male Names Of Bree: Al (Alden/Alvin), Alf (Alfred), Andy (Andrew), Archie (Archibald), Arnie (Arnold), Art/Artie (Arthur), Ash (Ashley), Bail (Bailey), Barliman, Barnie/Bernie (Bernard), Bert/

Robyn, Rosa (Rosalin/Rosalind/Rosamund), Rose/Rosie (Rose), Sage, Tilly (Matilda), Trudie (Gertrude), Violet, Wilma (Wilhelmina), Winnie (Winifred).

Bertie (Albert/Egbert/Herbert/Osbert), Bill/Billy (William), Bob/

Male Names Of Dale: Alwis (All Wise), Asabiarn (Divine Bear),

Bobby (Robert), Bran (Brandon), Charlie (Charles), Cliff (Clifford),

Bard (Battle Axe), Biarn (Bear), Bondi (Peasant Farmer), Booth

Cris (Crispin), Dale, Del (Delbert), Ed/Eddy (Edgar/ Edmund/

(Shelter), Brand (Flaming Torch), Brander (Fiery Sword), Dag (Day),

Edward/Edwin), Ernie (Ernest), Fred/Freddy (Frederick), Harry

Delling (Shining One), Einar (Lone Warrior), Eric (Honorable Ruler),

(Harold), Herb/Herbie (Herbert), Howie (Howard), Kip (Kipling),

Erland (Stranger), Farman (Traveller), Gus (Staff), Gustaw (Lord’s

Larry (Lawrence), Len/Lenny/Leo (Leonard), Mat/Matty (Matthew),

Rod), Hakon (Of Noble Birth), Hallam (Dweller at the Rocks),

Morty (Morton), Nick/Nicky (Nicolas), Oz/Ozzie (Osborn/ Osbert/

Halstein (Rock), Halward (Defender of the Rock), Hamar

Osmond/Oswald/Oswin), Perry (Peregrin), Ray (Raymond), Rich

(Hammer), Harald (High-Old), Holgeir (Spear-Like), Ingemar

(Richard), Rob/Robbie/Robin (Robert), Rod/Roddy (Roderick/

(Famous Son), Ingar (Son’s Army), Iwar (Battle Archer), Kell (From

Rodney), Rowlie (Rowland), Sage, Sid (Sidney), Spike, Stan

the Well or Spring), Knut (Knot), Lif (Beloved), Lunt (From the

(Stanley), Stew (Stewart), Ted/Teddy (Edward), Terry (Terence),

Sacred Wood), Odell (Wealthy), Olaf (Ancestor), Ranulf (Wolf-Like

Theo (Theobald/Theodore), Toby (Tobias), Tod (Todd), Tom/Tommy

Advice), Ric (Honourable Ruler), Roald (Famous Ruler), Rutland

(Thomas), Wally/Walt (Walter), Wes (Wesley), Wil/Willy (Wilbur/

(From the Stump Land), Sigurd (Victorious Guardian), Skip (Ship),

Wilfred/Willard/ William), Win/Winny (Winfred), Woody (Woodrow).

Stig (Wanderer), Storr (Great Man), Sutherland (From the Southern

Female Names Of Bree: Ada/Adel (Adela), Aggy (Agnes), Ash (Ashleigh), Aud (Audrey), Avi (Avis), Babs/Barb (Barbara), Bell/ Bindy (Belinda), Berni (Bernice), Berti (Bertha), Bev (Beverly),

Land), Swain (Youthful), Tate ( Jolly), Thor (Thunder), Thorald (Thunder-Ruler), Thorburn (Thunder Warrior), Tor (Thunder), Tore (Thunder), Torwald (Thunder-Ruler).

Daisy, Darla (Darlene), Dawn, Dee (Deena), Dora/Dot/Dotty

Female Names Of Dale: Asta (Star), Astrid (Divine Strength),

(Dorothy), Edi (Edith), Emmy (Emily), Fay (Faye), Fern, Flo (Flora),

Brenda (Flaming Sword), Dagmar (Day Maiden), Dagna (New

Gertie (Gertrude), Hattie (Harriet), Hayley, Hazel, Hettie (Henrietta),

Day), Erica (Powerful Ruler), Gerda (Protected One), Gudrun 92

(Divine Wisdom), Gunnhild (Maiden of Battle), Helga (Prosperous),

Female Easterling Names: Ana (Mother), Katun (Woman), Kuzu

Hulda (Loveable), Inga (Hero’s Daughter), Ingaberg (Hero’s

(Lamb), Mareke (Snake-Sister), Markiz (Snake-Maid). Oyna

Daughter), Ingaborg (Hero’s Daughter), Inge (Hero’s Daughter),

(Dance), Tîgeke (Arrow-Sister), Tîgkiz (Arrow-Maid), Yileke (Wind-

Inger (Hero’s Daughter), Ingrid (Hero’s Daughter), Kelda

Sister), Yilkiz (Wind-Maid).

(Fountain), Liw (Protection), Raghild (Battle-Wise), Ronalda (Powerful), Run (Secret Lore), Signy (New Victory), Sigrid (Beautiful Victory), Sigrun (Secret Victory), Solweig (From the Strong House), Thora (Thunder), Thorberta (Brilliance of Thunder),

Male Names Of Gondor And Arnor (Sindarin): Adrahil, Amlaith, Anardil (Sun Lover), Anárion (Of the Sun), Anborn, Angbor (Iron?), Arador (Royal ???), Araglas (Royal leaf ), Aragorn (Royal Tree),

Thordis (Spirit of Thunder), Walda (Spirited Warrior).

Aragost (Royal Fortress), Arahad (Royal ???), Arahael (Royal ???),

Male Names of the Dunlendings: Brac (Free), Cadarn (Strong),

Araphant (Royal ???), Araphor (Royal ???), Arassuil (Royal ???),

Cadoc (Battle-Sharp), Cant (White), Caradoc (Beloved), Garnoc

Arathorn (Royal ???), Araval (Royal ???), Aravir (Royal ???),

(Dweller-by-the-Alder-Tree-River), Geth (Dark), Gormadoc (Over-

Aravorn (Royal ???), Argeleb (Royal Silver), Argonui (Royal Stony),

Fortunate), Gorsad (From-the-Mound), Madoc (Fortunate),

Arvedui (King Last), Arvegil (Royal ???), Arveleg (Royal ???),

Melmidoc (Servant-Fortunate), Marroc (Striving-Rule), Sadoc

Baranor (Tower Sun), Belecthor (Great Eagle), Beleg (Mighty),

(Battle), Saradoc (Amiable).

Belegorn (Great Tree), Beregond (Stone?), Beren, Bergil (Star?),

Female Names of the Dunlendings: Berthoc (Wealthy), Cadi (Pure), Dera (Wild Spirit), Dicra (Slow), Heled (Good-Wound), Modron (Mother), Sath (Arrow), Sarf (Snake).

Aranarth (Royal Realm), Arannel (Royal Star), Aranuir (Royal ???),

Boromir, Celepharn, Cirion (Ship?), Damrod, Denethor (Eagle?), Derufin, Dervorin, Dírhael, Duilin (River Song), Duinhir (River Lord), Ecthelion, Egalmoth, Eldacar, Eradan, Faramir, Findegil (Star?), Finduilas (Hair?), Forlong, Golasgil (Leaf Star), Halbarad (Tall

Male Easterling Names: Bór, Böri (Wolf ), Borlach, Borlad,

Tower), Hallas (Tall leaf ), Hirgon (Lord Stone), Hirluin (Lord Blue),

Borthand, Brodda, Edgü (Good), Gizik (Storm), Göktîg (Sky-

Húrin, Ingold, Iorlas (Leaf?), Mablung (Heavy Hand), Malbeth

Arrow), Kargî (Spear), Kemik (Bone), Kiliç (Sword), Kustîg (Bird-Ar-

(Gold?), Malvegil (Gold?), Ohtar (Warrior), Orodreth, Thorondir

row), Maltök (Beast-Strong), Margöz (Snake-Eye), Öldür (Killer),

(Eagle Sight), Thorongil (Eagle Star), Turgon (Lord of Stone).

Sacal (Beard), Uldor, Ulfang, Ulfast, Ulwarth, Yaban (Wild), Yiltîg (Wind-Arrow), Yumruk (Fist). 93

Female Names Of Gondor And Arnor (Sindarin): Gilraen

(Nobleman), Éoman (Horse-Man), Éorcanstan (Jewel), Éored

(Wandering Star), Ioreth, Ivorwen (Maiden?), Lothíriel (Flower

(Horse-Counsel), Éothain (Horse-Servant), Éowine (Horse-

Lady), Morwen (Dark Maiden).

Friend), Erkenbrand (Noble-Brand), Fasthelm (Firm-Protection),

Male Names of the Haradrim: Abaan, Adnan, Al Tufayl, Amr, Amro, Aqil, Bakr, Dirar, Ghasaan (Ardor), Haarith, Haashim, Hannad, Hudhafah, Hudhayfah, Huthayfah, Ikrimah (Female Pigeon), Jibran, Jubayr, Khaldoon, Khuzaymah, Lubayd, Marwan, Maazin, Mus’ab, Muthanna, Na’man (Blood), Nawfal (Sea), Nizar, Qusay, Sufyan (Rock), Ubaadah, Ubayy (High Self-Esteem), Udayl, Umar, Umaarah, Umayr, Utbah, Waqqas, Yaman, Yazan. Female Names of the Haadrim: Da’d, Firyal, Hind, Khawlah, Mawiyah, May, Nusaybah, Ramlah, Rudaynah, Rumaylah, Rumaythah, Sawda, Su- hayr, Sumayyaa, Tamadhur, Yusraa, Usaymah.

Fastred (Firm-Counsel), Fengel (Embracer), Folca (Of the People), Folcred (People-Counsel), Folcwine (People-Friend), Fram (Firm), Fréa (Lord), Fréaláf (Lord-Remnant), Fréawine (Lord-Friend), Freca (Hero), Frumgar (First-Spear), Fulgar (Foul-Spear), Fulgrim (FoulFierce), Fulor (Foul-One), Fulthain (Foul-Servant), Gálmód (Licentious), Gamling (Old Man), Gárbald (Spear-Bold), Gárulf (Spear-Wolf ), Gárwine (Spear-Friend), Gléobeam (Harp), Gléomer (Music-Famous), Gléothain (Music-Servant), Gléowine (MusicFriend), Goldwine (Gold-Friend), Gram (Fierce), Gríma (Mask), Grimbold (Fierce-Bold), Guthbrand (War-Brand), Guthláf (WarRemnant), Guthmer (War-Famous), Guthred (War-Counsel), Haleth (Hero), Háma (Home-One), Helm (Protection), Héostor (Darkness), Herefara (Host-Wanderer), Herubrand (Sword-Brand), Herumer

Male Names Of Rohan: Aldor (Old One), Baldor (Bold One),

(Sword-Famous), Heruthain (Sword-Servant), Heruwine (Sword-

Baldred (Bold-Counsel), Bregdan (Braided), Brego (Lord), Brytta

Friend), Holdred (Loyal-Counsel), Holdwine (Loyal-Friend), Horn,

(Bestower), Ceorl (Peasant/Freeman), Déor (Brave), Déorbrand

Léod (Prince), Léofa (Beloved), Léofara (Beloved-Traveller),

(Brave-Brand), Déorgar (Brave-Spear), Déorhelm (Brave-

Léofred (Beloved-Counsel), Léofwine (Beloved-Friend), Léonere

Protection), Déorthain (Brave-Servant), Déorwine (Brave-Friend),

(Scholar), Thengel (Embracer), Théoden (People-Ruler), Théodred

Dernfara (Secret-Traveller), Derngar (Secret-Spear), Dernhelm

(People-Counsel), Walda (Wielder), Wídfara (Far-Traveller), Wulf

(Secret-Protection), Dernwine (Secret-Friend), Dúnhere (Hill-Host),

(Wolf).

Elfhelm (Elf-Protection), Elfwine (Elf-Friend), Éadig (Blessed), Éadmód (Humble), Éoblod (Horse-Blood), Éogar (Horse-Spear), Éohere (Horse-Host), Éoheort (Horse-Heart), Éomer (HorseFamous), Éomód (Horse-Spirit), Éomund (Horse-Protection), Éorl

Female Names Of Rohan: Déorhild (Brave-Battle), Déorwyn (Brave-Joy), Dernhild (Secret-Battle), Dernwyn (Secret-Joy), Elfhild (Elf-Battle), Elfwyn (Elf-Joy), Éohild (Horse-Battle), Éowyn 94

(Horse-Joy), Gléowyn (Music-joy), Guthwyn (War-Joy), Holdwyn

Gorgaz, Gorhúr, Gorlúk, Gorlûn, Gornag, Gorshag, Gorthak,

(Loyal-Joy), Heruwyn (Sword-Joy), Hild (Battle), Léofwyn

Gorûl, Gorzag, Grishnákh, Lagbug, Lagduf, Lagdush, Laghúr,

(Beloved-Joy), Théodwyn (People-Joy).

Laguf, Laglúg, Laglûn, Lagrad, Lagrat, Lagthak, Lug, Lugbag,

Male Names of the Woodman of Mirkwood: Acbald (OakBold), Acbeorn (Oak-Warrior), Acgár (Oak-Spear), Acgrim (OakFierce), Actreo (Oak-Tree), Aldgrim (Old-Fierce), Aldraeg (OldMoss), Aldtreo (Old-Tree), Baldac (Bold-Oak), Barac (Boar-Oak), Barald (Boar-Old), Barfara (Boar-Traveller), Bargár (Boar- Spear), Bargrim (Boar-Fierce), Barhelm (Boar-Protection), Barhere (BoarHost), Barhyrde (Boar-Keeper), Barmód (Boar-Spirit), Barmund (Boar-Hand), Barwine (Boar-Friend), Bearugrim (Grove-Fierce), Brermód (Briar-Spirit), Grimbar (Fierce-Boar), Heorot (Stag), Iwald (Yew-Old), Iwgár (Yew-Spear), Iwtreo (Yew-Tree), Raegac (MossOak), Raegwine (Moss-Friend), Sceotan (Archer), Treomód (TreeSpirit), Treowine (Tree- Friend). Female Names of the Woodmen of Mirkwood: Acwyn (OakJoy), Barhild (Boar-Battle), Barwyn (Boar-Joy), Bearuwyn (GroveJoy), Brerwyn (Briar-Joy), Raegwyn (Moss-Joy), Treowyn (Tree-

Lugduf, Lugdush, Lughorn, Lughúr, Luglúk, Luglûn, Lugnag, Lugthak, Lugûl, Lugzag, Lûnbag, Lûnbug, Lûnduf, Lûndush, Lûngash, Lûngaz, Lûngor, Lûnhúr, Lûnlag, Lûnlúk, Lûnmaz, Lûnrad, Lûnrat, Lûnshag, Lûnthak, Lûnuf, Lûnug, Lûnûl, Lûnzag, Maubag, Maubug, Mauduf, Maudush, Maugash, Maugaz, Maugor, Mauhúr, Maulúk, Maulur, Maunag, Mauthak, Mauzag, Muzbag, Muzbug, Muzduf, Muzdush, Muzgash, Muzgaz, Muzgor, Muzhúr, Muzlag, Muzlug, Muzlúk, Muzlûn, Muzlur, Muznag, Muzrad, Muzrat, Muzthak, Muzug, Muzûl, Nagbug, Nagduf, Nagdush, Naghúr, Naglug, Naglúk, Naglur, Nagmuz, Nagug, Nagrad, Nagrat, Nagthak, Nagzag, Nûzu, Radbag, Radbug, Radgash, Radgaz, Radhúr, Radlag, Radlúk, Radmuz, Radnag, Radrat, Radthak, Radug, Radzag, Shagbug, Shagduf, Shagdush, Shaglúk, Shaglur, Shagrad, Shagrat, Shagthak, Shaguf, Shagug, Shagûl, Snaga, Ufgaz, Uflug, Uflúk, Ufthak, Ufzag, Ugbag, Ugduf, Ugdush, Ughúr, Uglag, Uglúk, Uglur, Ugmuz, Ugnag, Ugrad,

Joy)

Ugrat, Ugthak, Ugzag, Yagaz, Yagbug, Yagduf, Yagdush, Yaghúr,

Orc Names

Yaguf, Yagug, Yagûl, Zagbug, Zagduf, Zagdush, Zaghúr, Zaglag,

Azog, Bolg, Búrz, Gazbag, Gazduf, Gazdush, Gazhúr, Gazgash,

Zaglug, Zaglûn, Zaglúk, Zagmuz, Zagrad, Zagrat, Zagthak, Zaguf,

Gazbug, Gazhorn, Gazmog, Gazmuz, Gazrad, Gazrat, Gazthak,

Zagug.

Yaglug, Yaglûn, Yaglúk, Yagmuz, Yagor, Yagrad, Yagrat, Yagthak,

Gazlag, Gazlúk, Gazlûn, Gazlur, Gaznag, Gazuf, Gazug, Gazûl, Ghash, Golfimbul, Gorbag, Gorbug, Gorduf, Gordush, Gorgash, 95

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